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Author SHA1 Message Date
NewSoupVi
eaf352daaf MultiServer: Correct tying of Context.groups 2025-01-11 22:01:05 +01:00
311 changed files with 3587 additions and 16241 deletions

View File

@@ -1,20 +1,8 @@
{
"include": [
"../BizHawkClient.py",
"../Patch.py",
"../test/general/test_groups.py",
"../test/general/test_helpers.py",
"../test/general/test_memory.py",
"../test/general/test_names.py",
"../test/multiworld/__init__.py",
"../test/multiworld/test_multiworlds.py",
"../test/netutils/__init__.py",
"../test/programs/__init__.py",
"../test/programs/test_multi_server.py",
"../test/utils/__init__.py",
"../test/webhost/test_descriptions.py",
"type_check.py",
"../worlds/AutoSNIClient.py",
"type_check.py"
"../Patch.py"
],
"exclude": [

View File

@@ -132,7 +132,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer
"${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"

View File

@@ -11,7 +11,7 @@ on:
- '**.hh?'
- '**.hpp'
- '**.hxx'
- '**/CMakeLists.txt'
- '**.CMakeLists'
- '.github/workflows/ctest.yml'
pull_request:
paths:
@@ -21,7 +21,7 @@ on:
- '**.hh?'
- '**.hpp'
- '**.hxx'
- '**/CMakeLists.txt'
- '**.CMakeLists'
- '.github/workflows/ctest.yml'
jobs:

View File

@@ -64,7 +64,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer
"${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"

View File

@@ -26,7 +26,7 @@ jobs:
- name: "Install dependencies"
run: |
python -m pip install --upgrade pip pyright==1.1.392.post0
python -m pip install --upgrade pip pyright==1.1.358
python ModuleUpdate.py --append "WebHostLib/requirements.txt" --force --yes
- name: "pyright: strict check on specific files"

View File

@@ -869,40 +869,21 @@ class CollectionState():
def has(self, item: str, player: int, count: int = 1) -> bool:
return self.prog_items[player][item] >= count
# for loops are specifically used in all/any/count methods, instead of all()/any()/sum(), to avoid the overhead of
# creating and iterating generator instances. In `return all(player_prog_items[item] for item in items)`, the
# argument to all() would be a new generator instance, for example.
def has_all(self, items: Iterable[str], player: int) -> bool:
"""Returns True if each item name of items is in state at least once."""
player_prog_items = self.prog_items[player]
for item in items:
if not player_prog_items[item]:
return False
return True
return all(self.prog_items[player][item] for item in items)
def has_any(self, items: Iterable[str], player: int) -> bool:
"""Returns True if at least one item name of items is in state at least once."""
player_prog_items = self.prog_items[player]
for item in items:
if player_prog_items[item]:
return True
return False
return any(self.prog_items[player][item] for item in items)
def has_all_counts(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if each item name is in the state at least as many times as specified."""
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] < count:
return False
return True
return all(self.prog_items[player][item] >= count for item, count in item_counts.items())
def has_any_count(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if at least one item name is in the state at least as many times as specified."""
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] >= count:
return True
return False
return any(self.prog_items[player][item] >= count for item, count in item_counts.items())
def count(self, item: str, player: int) -> int:
return self.prog_items[player][item]
@@ -930,20 +911,11 @@ class CollectionState():
def count_from_list(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state."""
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
total += player_prog_items[item_name]
return total
return sum(self.prog_items[player][item_name] for item_name in items)
def count_from_list_unique(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state. Ignores duplicates of the same item."""
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
if player_prog_items[item_name] > 0:
total += 1
return total
return sum(self.prog_items[player][item_name] > 0 for item_name in items)
# item name group related
def has_group(self, item_name_group: str, player: int, count: int = 1) -> bool:

View File

@@ -31,7 +31,6 @@ import ssl
if typing.TYPE_CHECKING:
import kvui
import argparse
logger = logging.getLogger("Client")
@@ -460,13 +459,6 @@ class CommonContext:
await self.send_msgs([payload])
await self.send_msgs([{"cmd": "Get", "keys": ["_read_race_mode"]}])
async def check_locations(self, locations: typing.Collection[int]) -> set[int]:
"""Send new location checks to the server. Returns the set of actually new locations that were sent."""
locations = set(locations) & self.missing_locations
if locations:
await self.send_msgs([{"cmd": 'LocationChecks', "locations": tuple(locations)}])
return locations
async def console_input(self) -> str:
if self.ui:
self.ui.focus_textinput()
@@ -709,16 +701,8 @@ class CommonContext:
logger.exception(msg, exc_info=exc_info, extra={'compact_gui': True})
self._messagebox_connection_loss = self.gui_error(msg, exc_info[1])
def make_gui(self) -> "type[kvui.GameManager]":
"""
To return the Kivy `App` class needed for `run_gui` so it can be overridden before being built
Common changes are changing `base_title` to update the window title of the client and
updating `logging_pairs` to automatically make new tabs that can be filled with their respective logger.
ex. `logging_pairs.append(("Foo", "Bar"))`
will add a "Bar" tab which follows the logger returned from `logging.getLogger("Foo")`
"""
def make_gui(self) -> typing.Type["kvui.GameManager"]:
"""To return the Kivy App class needed for run_gui so it can be overridden before being built"""
from kvui import GameManager
class TextManager(GameManager):
@@ -907,7 +891,6 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
ctx.disconnected_intentionally = True
ctx.event_invalid_game()
elif 'IncompatibleVersion' in errors:
ctx.disconnected_intentionally = True
raise Exception('Server reported your client version as incompatible. '
'This probably means you have to update.')
elif 'InvalidItemsHandling' in errors:
@@ -1058,32 +1041,6 @@ def get_base_parser(description: typing.Optional[str] = None):
return parser
def handle_url_arg(args: "argparse.Namespace",
parser: "typing.Optional[argparse.ArgumentParser]" = None) -> "argparse.Namespace":
"""
Parse the url arg "archipelago://name:pass@host:port" from launcher into correct launch args for CommonClient
If alternate data is required the urlparse response is saved back to args.url if valid
"""
if not args.url:
return args
url = urllib.parse.urlparse(args.url)
if url.scheme != "archipelago":
if not parser:
parser = get_base_parser()
parser.error(f"bad url, found {args.url}, expected url in form of archipelago://archipelago.gg:38281")
return args
args.url = url
args.connect = url.netloc
if url.username:
args.name = urllib.parse.unquote(url.username)
if url.password:
args.password = urllib.parse.unquote(url.password)
return args
def run_as_textclient(*args):
class TextContext(CommonContext):
# Text Mode to use !hint and such with games that have no text entry
@@ -1096,7 +1053,7 @@ def run_as_textclient(*args):
if password_requested and not self.password:
await super(TextContext, self).server_auth(password_requested)
await self.get_username()
await self.send_connect(game="")
await self.send_connect()
def on_package(self, cmd: str, args: dict):
if cmd == "Connected":
@@ -1125,7 +1082,17 @@ def run_as_textclient(*args):
parser.add_argument("url", nargs="?", help="Archipelago connection url")
args = parser.parse_args(args)
args = handle_url_arg(args, parser=parser)
# handle if text client is launched using the "archipelago://name:pass@host:port" url from webhost
if args.url:
url = urllib.parse.urlparse(args.url)
if url.scheme == "archipelago":
args.connect = url.netloc
if url.username:
args.name = urllib.parse.unquote(url.username)
if url.password:
args.password = urllib.parse.unquote(url.password)
else:
parser.error(f"bad url, found {args.url}, expected url in form of archipelago://archipelago.gg:38281")
# use colorama to display colored text highlighting on windows
colorama.init()

28
Fill.py
View File

@@ -502,13 +502,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
# "priority fill"
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority", one_item_per_player=True, allow_partial=True)
if prioritylocations:
# retry with one_item_per_player off because some priority fills can fail to fill with that optimization
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority Retry", one_item_per_player=False)
name="Priority", one_item_per_player=False)
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
defaultlocations = prioritylocations + defaultlocations
@@ -577,26 +571,6 @@ def distribute_items_restrictive(multiworld: MultiWorld,
print_data = {"items": items_counter, "locations": locations_counter}
logging.info(f"Per-Player counts: {print_data})")
more_locations = locations_counter - items_counter
more_items = items_counter - locations_counter
for player in multiworld.player_ids:
if more_locations[player]:
logging.error(
f"Player {multiworld.get_player_name(player)} had {more_locations[player]} more locations than items.")
elif more_items[player]:
logging.warning(
f"Player {multiworld.get_player_name(player)} had {more_items[player]} more items than locations.")
if unfilled:
raise FillError(
f"Unable to fill all locations.\n" +
f"Unfilled locations({len(unfilled)}): {unfilled}"
)
else:
logging.warning(
f"Unable to place all items.\n" +
f"Unplaced items({len(unplaced)}): {unplaced}"
)
def flood_items(multiworld: MultiWorld) -> None:
# get items to distribute

View File

@@ -42,9 +42,7 @@ def mystery_argparse():
help="Path to output folder. Absolute or relative to cwd.") # absolute or relative to cwd
parser.add_argument('--race', action='store_true', default=defaults.race)
parser.add_argument('--meta_file_path', default=defaults.meta_file_path)
parser.add_argument('--log_level', default=defaults.loglevel, help='Sets log level')
parser.add_argument('--log_time', help="Add timestamps to STDOUT",
default=defaults.logtime, action='store_true')
parser.add_argument('--log_level', default='info', help='Sets log level')
parser.add_argument("--csv_output", action="store_true",
help="Output rolled player options to csv (made for async multiworld).")
parser.add_argument("--plando", default=defaults.plando_options,
@@ -77,7 +75,7 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
seed = get_seed(args.seed)
Utils.init_logging(f"Generate_{seed}", loglevel=args.log_level, add_timestamp=args.log_time)
Utils.init_logging(f"Generate_{seed}", loglevel=args.log_level)
random.seed(seed)
seed_name = get_seed_name(random)
@@ -440,7 +438,7 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
if "linked_options" in weights:
weights = roll_linked_options(weights)
valid_keys = {"triggers"}
valid_keys = set()
if "triggers" in weights:
weights = roll_triggers(weights, weights["triggers"], valid_keys)
@@ -499,22 +497,15 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
for option_key, option in world_type.options_dataclass.type_hints.items():
handle_option(ret, game_weights, option_key, option, plando_options)
valid_keys.add(option_key)
# TODO remove plando_items after moving it to the options system
valid_keys.add("plando_items")
if PlandoOptions.items in plando_options:
ret.plando_items = copy.deepcopy(game_weights.get("plando_items", []))
if ret.game == "A Link to the Past":
# TODO there are still more LTTP options not on the options system
valid_keys |= {"sprite_pool", "sprite", "random_sprite_on_event"}
roll_alttp_settings(ret, game_weights)
# log a warning for options within a game section that aren't determined as valid
for option_key in game_weights:
if option_key in valid_keys:
if option_key in {"triggers", *valid_keys}:
continue
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers "
f"for player {ret.name}.")
if PlandoOptions.items in plando_options:
ret.plando_items = copy.deepcopy(game_weights.get("plando_items", []))
if ret.game == "A Link to the Past":
roll_alttp_settings(ret, game_weights)
return ret

View File

@@ -28,7 +28,6 @@ from CommonClient import (CommonContext, get_base_parser, gui_enabled, logger,
from NetUtils import ClientStatus
from worlds.ladx.Common import BASE_ID as LABaseID
from worlds.ladx.GpsTracker import GpsTracker
from worlds.ladx.TrackerConsts import storage_key
from worlds.ladx.ItemTracker import ItemTracker
from worlds.ladx.LADXR.checkMetadata import checkMetadataTable
from worlds.ladx.Locations import get_locations_to_id, meta_to_name
@@ -101,23 +100,19 @@ class LAClientConstants:
WRamCheckSize = 0x4
WRamSafetyValue = bytearray([0]*WRamCheckSize)
wRamStart = 0xC000
hRamStart = 0xFF80
hRamSize = 0x80
MinGameplayValue = 0x06
MaxGameplayValue = 0x1A
VictoryGameplayAndSub = 0x0102
class RAGameboy():
cache = []
cache_start = 0
cache_size = 0
last_cache_read = None
socket = None
def __init__(self, address, port) -> None:
self.cache_start = LAClientConstants.wRamStart
self.cache_size = LAClientConstants.hRamStart + LAClientConstants.hRamSize - LAClientConstants.wRamStart
self.address = address
self.port = port
self.socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
@@ -136,14 +131,9 @@ class RAGameboy():
async def get_retroarch_status(self):
return await self.send_command("GET_STATUS")
def set_checks_range(self, checks_start, checks_size):
self.checks_start = checks_start
self.checks_size = checks_size
def set_location_range(self, location_start, location_size, critical_addresses):
self.location_start = location_start
self.location_size = location_size
self.critical_location_addresses = critical_addresses
def set_cache_limits(self, cache_start, cache_size):
self.cache_start = cache_start
self.cache_size = cache_size
def send(self, b):
if type(b) is str:
@@ -198,57 +188,21 @@ class RAGameboy():
if not await self.check_safe_gameplay():
return
attempts = 0
while True:
# RA doesn't let us do an atomic read of a large enough block of RAM
# Some bytes can't change in between reading location_block and hram_block
location_block = await self.read_memory_block(self.location_start, self.location_size)
hram_block = await self.read_memory_block(LAClientConstants.hRamStart, LAClientConstants.hRamSize)
verification_block = await self.read_memory_block(self.location_start, self.location_size)
valid = True
for address in self.critical_location_addresses:
if location_block[address - self.location_start] != verification_block[address - self.location_start]:
valid = False
if valid:
break
attempts += 1
# Shouldn't really happen, but keep it from choking
if attempts > 5:
return
checks_block = await self.read_memory_block(self.checks_start, self.checks_size)
cache = []
remaining_size = self.cache_size
while remaining_size:
block = await self.async_read_memory(self.cache_start + len(cache), remaining_size)
remaining_size -= len(block)
cache += block
if not await self.check_safe_gameplay():
return
self.cache = bytearray(self.cache_size)
start = self.checks_start - self.cache_start
self.cache[start:start + len(checks_block)] = checks_block
start = self.location_start - self.cache_start
self.cache[start:start + len(location_block)] = location_block
start = LAClientConstants.hRamStart - self.cache_start
self.cache[start:start + len(hram_block)] = hram_block
self.cache = cache
self.last_cache_read = time.time()
async def read_memory_block(self, address: int, size: int):
block = bytearray()
remaining_size = size
while remaining_size:
chunk = await self.async_read_memory(address + len(block), remaining_size)
remaining_size -= len(chunk)
block += chunk
return block
async def read_memory_cache(self, addresses):
# TODO: can we just update once per frame?
if not self.last_cache_read or self.last_cache_read + 0.1 < time.time():
await self.update_cache()
if not self.cache:
@@ -405,12 +359,11 @@ class LinksAwakeningClient():
auth = binascii.hexlify(await self.gameboy.async_read_memory(0x0134, 12)).decode()
self.auth = auth
async def wait_and_init_tracker(self, magpie: MagpieBridge):
async def wait_and_init_tracker(self):
await self.wait_for_game_ready()
self.tracker = LocationTracker(self.gameboy)
self.item_tracker = ItemTracker(self.gameboy)
self.gps_tracker = GpsTracker(self.gameboy)
magpie.gps_tracker = self.gps_tracker
async def recved_item_from_ap(self, item_id, from_player, next_index):
# Don't allow getting an item until you've got your first check
@@ -452,11 +405,9 @@ class LinksAwakeningClient():
return (await self.gameboy.read_memory_cache([LAClientConstants.wGameplayType]))[LAClientConstants.wGameplayType] == 1
async def main_tick(self, item_get_cb, win_cb, deathlink_cb):
await self.gameboy.update_cache()
await self.tracker.readChecks(item_get_cb)
await self.item_tracker.readItems()
await self.gps_tracker.read_location()
await self.gps_tracker.read_entrances()
current_health = (await self.gameboy.read_memory_cache([LAClientConstants.wLinkHealth]))[LAClientConstants.wLinkHealth]
if self.deathlink_debounce and current_health != 0:
@@ -514,10 +465,6 @@ class LinksAwakeningContext(CommonContext):
magpie_task = None
won = False
@property
def slot_storage_key(self):
return f"{self.slot_info[self.slot].name}_{storage_key}"
def __init__(self, server_address: typing.Optional[str], password: typing.Optional[str], magpie: typing.Optional[bool]) -> None:
self.client = LinksAwakeningClient()
self.slot_data = {}
@@ -560,19 +507,7 @@ class LinksAwakeningContext(CommonContext):
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
async def send_checks(self):
message = [{"cmd": "LocationChecks", "locations": self.found_checks}]
await self.send_msgs(message)
async def send_new_entrances(self, entrances: typing.Dict[str, str]):
# Store the entrances we find on the server for future sessions
message = [{
"cmd": "Set",
"key": self.slot_storage_key,
"default": {},
"want_reply": False,
"operations": [{"operation": "update", "value": entrances}],
}]
message = [{"cmd": 'LocationChecks', "locations": self.found_checks}]
await self.send_msgs(message)
had_invalid_slot_data = None
@@ -601,12 +536,6 @@ class LinksAwakeningContext(CommonContext):
logger.info("victory!")
await self.send_msgs(message)
self.won = True
async def request_found_entrances(self):
await self.send_msgs([{"cmd": "Get", "keys": [self.slot_storage_key]}])
# Ask for updates so that players can co-op entrances in a seed
await self.send_msgs([{"cmd": "SetNotify", "keys": [self.slot_storage_key]}])
async def on_deathlink(self, data: typing.Dict[str, typing.Any]) -> None:
if self.ENABLE_DEATHLINK:
@@ -631,10 +560,6 @@ class LinksAwakeningContext(CommonContext):
while self.client.auth == None:
await asyncio.sleep(0.1)
# Just return if we're closing
if self.exit_event.is_set():
return
self.auth = self.client.auth
await self.send_connect()
@@ -647,12 +572,6 @@ class LinksAwakeningContext(CommonContext):
if cmd == "ReceivedItems":
for index, item in enumerate(args["items"], start=args["index"]):
self.client.recvd_checks[index] = item
if cmd == "Retrieved" and self.magpie_enabled and self.slot_storage_key in args["keys"]:
self.client.gps_tracker.receive_found_entrances(args["keys"][self.slot_storage_key])
if cmd == "SetReply" and self.magpie_enabled and args["key"] == self.slot_storage_key:
self.client.gps_tracker.receive_found_entrances(args["value"])
async def sync(self):
sync_msg = [{'cmd': 'Sync'}]
@@ -666,12 +585,6 @@ class LinksAwakeningContext(CommonContext):
checkMetadataTable[check.id])] for check in ladxr_checks]
self.new_checks(checks, [check.id for check in ladxr_checks])
for check in ladxr_checks:
if check.value and check.linkedItem:
linkedItem = check.linkedItem
if 'condition' not in linkedItem or linkedItem['condition'](self.slot_data):
self.client.item_tracker.setExtraItem(check.linkedItem['item'], check.linkedItem['qty'])
async def victory():
await self.send_victory()
@@ -705,20 +618,12 @@ class LinksAwakeningContext(CommonContext):
if not self.client.recvd_checks:
await self.sync()
await self.client.wait_and_init_tracker(self.magpie)
await self.client.wait_and_init_tracker()
min_tick_duration = 0.1
last_tick = time.time()
while True:
await self.client.main_tick(on_item_get, victory, deathlink)
await asyncio.sleep(0.1)
now = time.time()
tick_duration = now - last_tick
sleep_duration = max(min_tick_duration - tick_duration, 0)
await asyncio.sleep(sleep_duration)
last_tick = now
if self.last_resend + 5.0 < now:
self.last_resend = now
await self.send_checks()
@@ -726,15 +631,8 @@ class LinksAwakeningContext(CommonContext):
try:
self.magpie.set_checks(self.client.tracker.all_checks)
await self.magpie.set_item_tracker(self.client.item_tracker)
await self.magpie.send_gps(self.client.gps_tracker)
self.magpie.slot_data = self.slot_data
if self.client.gps_tracker.needs_found_entrances:
await self.request_found_entrances()
self.client.gps_tracker.needs_found_entrances = False
new_entrances = await self.magpie.send_gps(self.client.gps_tracker)
if new_entrances:
await self.send_new_entrances(new_entrances)
except Exception:
# Don't let magpie errors take out the client
pass

View File

@@ -33,15 +33,10 @@ WINDOW_MIN_HEIGHT = 525
WINDOW_MIN_WIDTH = 425
class AdjusterWorld(object):
class AdjusterSubWorld(object):
def __init__(self, random):
self.random = random
def __init__(self, sprite_pool):
import random
self.sprite_pool = {1: sprite_pool}
self.per_slot_randoms = {1: random}
self.worlds = {1: self.AdjusterSubWorld(random)}
class ArgumentDefaultsHelpFormatter(argparse.RawTextHelpFormatter):

View File

@@ -148,8 +148,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
else:
multiworld.worlds[1].options.non_local_items.value = set()
multiworld.worlds[1].options.local_items.value = set()
AutoWorld.call_all(multiworld, "connect_entrances")
AutoWorld.call_all(multiworld, "generate_basic")
# remove starting inventory from pool items.

View File

@@ -28,11 +28,9 @@ ModuleUpdate.update()
if typing.TYPE_CHECKING:
import ssl
from NetUtils import ServerConnection
import colorama
import websockets
from websockets.extensions.permessage_deflate import PerMessageDeflate
import colorama
try:
# ponyorm is a requirement for webhost, not default server, so may not be importable
from pony.orm.dbapiprovider import OperationalError
@@ -121,14 +119,13 @@ def get_saving_second(seed_name: str, interval: int = 60) -> int:
class Client(Endpoint):
version = Version(0, 0, 0)
tags: typing.List[str]
tags: typing.List[str] = []
remote_items: bool
remote_start_inventory: bool
no_items: bool
no_locations: bool
no_text: bool
def __init__(self, socket: "ServerConnection", ctx: Context) -> None:
def __init__(self, socket: websockets.WebSocketServerProtocol, ctx: Context):
super().__init__(socket)
self.auth = False
self.team = None
@@ -178,7 +175,6 @@ class Context:
"compatibility": int}
# team -> slot id -> list of clients authenticated to slot.
clients: typing.Dict[int, typing.Dict[int, typing.List[Client]]]
endpoints: list[Client]
locations: LocationStore # typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int]]]
location_checks: typing.Dict[typing.Tuple[int, int], typing.Set[int]]
hints_used: typing.Dict[typing.Tuple[int, int], int]
@@ -368,28 +364,18 @@ class Context:
return True
def broadcast_all(self, msgs: typing.List[dict]):
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs)
data = self.dumper(msgs)
endpoints = (
endpoint
for endpoint in self.endpoints
if endpoint.auth and not (msg_is_text and endpoint.no_text)
)
async_start(self.broadcast_send_encoded_msgs(endpoints, data))
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in self.endpoints if endpoint.auth)
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast_text_all(self, text: str, additional_arguments: dict = {}):
self.logger.info("Notice (all): %s" % text)
self.broadcast_all([{**{"cmd": "PrintJSON", "data": [{ "text": text }]}, **additional_arguments}])
def broadcast_team(self, team: int, msgs: typing.List[dict]):
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs)
data = self.dumper(msgs)
endpoints = (
endpoint
for endpoint in itertools.chain.from_iterable(self.clients[team].values())
if not (msg_is_text and endpoint.no_text)
)
async_start(self.broadcast_send_encoded_msgs(endpoints, data))
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in itertools.chain.from_iterable(self.clients[team].values()))
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast(self, endpoints: typing.Iterable[Client], msgs: typing.List[dict]):
msgs = self.dumper(msgs)
@@ -403,13 +389,13 @@ class Context:
await on_client_disconnected(self, endpoint)
def notify_client(self, client: Client, text: str, additional_arguments: dict = {}):
if not client.auth or client.no_text:
if not client.auth:
return
self.logger.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text))
async_start(self.send_msgs(client, [{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}]))
def notify_client_multiple(self, client: Client, texts: typing.List[str], additional_arguments: dict = {}):
if not client.auth or client.no_text:
if not client.auth:
return
async_start(self.send_msgs(client,
[{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}
@@ -757,24 +743,23 @@ class Context:
concerns[player].append(data)
if not hint.local and data not in concerns[hint.finding_player]:
concerns[hint.finding_player].append(data)
# remember hints in all cases
# only remember hints that were not already found at the time of creation
if not hint.found:
# since hints are bidirectional, finding player and receiving player,
# we can check once if hint already exists
if hint not in self.hints[team, hint.finding_player]:
self.hints[team, hint.finding_player].add(hint)
new_hint_events.add(hint.finding_player)
for player in self.slot_set(hint.receiving_player):
self.hints[team, player].add(hint)
new_hint_events.add(player)
# since hints are bidirectional, finding player and receiving player,
# we can check once if hint already exists
if hint not in self.hints[team, hint.finding_player]:
self.hints[team, hint.finding_player].add(hint)
new_hint_events.add(hint.finding_player)
for player in self.slot_set(hint.receiving_player):
self.hints[team, player].add(hint)
new_hint_events.add(player)
self.logger.info("Notice (Team #%d): %s" % (team + 1, format_hint(self, team, hint)))
for slot in new_hint_events:
self.on_new_hint(team, slot)
for slot, hint_data in concerns.items():
if recipients is None or slot in recipients:
clients = filter(lambda c: not c.no_text, self.clients[team].get(slot, []))
clients = self.clients[team].get(slot)
if not clients:
continue
client_hints = [datum[1] for datum in sorted(hint_data, key=lambda x: x[0].finding_player != slot)]
@@ -783,7 +768,7 @@ class Context:
def get_hint(self, team: int, finding_player: int, seeked_location: int) -> typing.Optional[Hint]:
for hint in self.hints[team, finding_player]:
if hint.location == seeked_location and hint.finding_player == finding_player:
if hint.location == seeked_location:
return hint
return None
@@ -833,7 +818,7 @@ def update_aliases(ctx: Context, team: int):
async_start(ctx.send_encoded_msgs(client, cmd))
async def server(websocket: "ServerConnection", path: str = "/", ctx: Context = None) -> None:
async def server(websocket, path: str = "/", ctx: Context = None):
client = Client(websocket, ctx)
ctx.endpoints.append(client)
@@ -924,10 +909,6 @@ async def on_client_joined(ctx: Context, client: Client):
"If your client supports it, "
"you may have additional local commands you can list with /help.",
{"type": "Tutorial"})
if not any(isinstance(extension, PerMessageDeflate) for extension in client.socket.extensions):
ctx.notify_client(client, "Warning: your client does not support compressed websocket connections! "
"It may stop working in the future. If you are a player, please report this to the "
"client's developer.")
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
@@ -1078,37 +1059,21 @@ def send_items_to(ctx: Context, team: int, target_slot: int, *items: NetworkItem
def register_location_checks(ctx: Context, team: int, slot: int, locations: typing.Iterable[int],
count_activity: bool = True):
slot_locations = ctx.locations[slot]
new_locations = set(locations) - ctx.location_checks[team, slot]
new_locations.intersection_update(slot_locations) # ignore location IDs unknown to this multidata
new_locations.intersection_update(ctx.locations[slot]) # ignore location IDs unknown to this multidata
if new_locations:
if count_activity:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
sortable: list[tuple[int, int, int, int]] = []
for location in new_locations:
# extract all fields to avoid runtime overhead in LocationStore
item_id, target_player, flags = slot_locations[location]
# sort/group by receiver and item
sortable.append((target_player, item_id, location, flags))
info_texts: list[dict[str, typing.Any]] = []
for target_player, item_id, location, flags in sorted(sortable):
item_id, target_player, flags = ctx.locations[slot][location]
new_item = NetworkItem(item_id, location, slot, flags)
send_items_to(ctx, team, target_player, new_item)
ctx.logger.info('(Team #%d) %s sent %s to %s (%s)' % (
team + 1, ctx.player_names[(team, slot)], ctx.item_names[ctx.slot_info[target_player].game][item_id],
ctx.player_names[(team, target_player)], ctx.location_names[ctx.slot_info[slot].game][location]))
if len(info_texts) >= 140:
# split into chunks that are close to compression window of 64K but not too big on the wire
# (roughly 1300-2600 bytes after compression depending on repetitiveness)
ctx.broadcast_team(team, info_texts)
info_texts.clear()
info_texts.append(json_format_send_event(new_item, target_player))
ctx.broadcast_team(team, info_texts)
del info_texts
del sortable
info_text = json_format_send_event(new_item, target_player)
ctx.broadcast_team(team, [info_text])
ctx.location_checks[team, slot] |= new_locations
send_new_items(ctx)
@@ -1135,7 +1100,7 @@ def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, st
seeked_item_id = item if isinstance(item, int) else ctx.item_names_for_game(ctx.games[slot])[item]
for finding_player, location_id, item_id, receiving_player, item_flags \
in ctx.locations.find_item(slots, seeked_item_id):
prev_hint = ctx.get_hint(team, finding_player, location_id)
prev_hint = ctx.get_hint(team, slot, location_id)
if prev_hint:
hints.append(prev_hint)
else:
@@ -1821,9 +1786,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
ctx.clients[team][slot].append(client)
client.version = args['version']
client.tags = args['tags']
client.no_locations = "TextOnly" in client.tags or "Tracker" in client.tags
# set NoText for old PopTracker clients that predate the tag to save traffic
client.no_text = "NoText" in client.tags or ("PopTracker" in client.tags and client.version < (0, 5, 1))
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
connected_packet = {
"cmd": "Connected",
"team": client.team, "slot": client.slot,
@@ -1896,9 +1859,6 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
client.tags = args["tags"]
if set(old_tags) != set(client.tags):
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
client.no_text = "NoText" in client.tags or (
"PopTracker" in client.tags and client.version < (0, 5, 1)
)
ctx.broadcast_text_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has changed tags "
f"from {old_tags} to {client.tags}.",
@@ -1927,8 +1887,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
for location in args["locations"]:
if type(location) is not int:
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'Locations has to be a list of integers',
[{'cmd': 'InvalidPacket', "type": "arguments", "text": 'LocationScouts',
"original_cmd": cmd}])
return
@@ -2031,7 +1990,6 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
args["cmd"] = "SetReply"
value = ctx.stored_data.get(args["key"], args.get("default", 0))
args["original_value"] = copy.copy(value)
args["slot"] = client.slot
for operation in args["operations"]:
func = modify_functions[operation["operation"]]
value = func(value, operation["value"])

View File

@@ -5,18 +5,17 @@ import enum
import warnings
from json import JSONEncoder, JSONDecoder
if typing.TYPE_CHECKING:
from websockets import WebSocketServerProtocol as ServerConnection
import websockets
from Utils import ByValue, Version
class HintStatus(ByValue, enum.IntEnum):
HINT_UNSPECIFIED = 0
HINT_FOUND = 0
HINT_UNSPECIFIED = 1
HINT_NO_PRIORITY = 10
HINT_AVOID = 20
HINT_PRIORITY = 30
HINT_FOUND = 40
class JSONMessagePart(typing.TypedDict, total=False):
@@ -152,7 +151,7 @@ decode = JSONDecoder(object_hook=_object_hook).decode
class Endpoint:
socket: "ServerConnection"
socket: websockets.WebSocketServerProtocol
def __init__(self, socket):
self.socket = socket

View File

@@ -1,6 +1,7 @@
import tkinter as tk
import argparse
import logging
import random
import os
import zipfile
from itertools import chain
@@ -196,6 +197,7 @@ def set_icon(window):
def adjust(args):
# Create a fake multiworld and OOTWorld to use as a base
multiworld = MultiWorld(1)
multiworld.per_slot_randoms = {1: random}
ootworld = OOTWorld(multiworld, 1)
# Set options in the fake OOTWorld
for name, option in chain(cosmetic_options.items(), sfx_options.items()):

View File

@@ -137,7 +137,7 @@ class Option(typing.Generic[T], metaclass=AssembleOptions):
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 `WebWorld.rich_text_options_doc`. For
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.
@@ -689,9 +689,9 @@ class Range(NumericOption):
@classmethod
def weighted_range(cls, text) -> Range:
if text == "random-low":
return cls(cls.triangular(cls.range_start, cls.range_end, 0.0))
return cls(cls.triangular(cls.range_start, cls.range_end, cls.range_start))
elif text == "random-high":
return cls(cls.triangular(cls.range_start, cls.range_end, 1.0))
return cls(cls.triangular(cls.range_start, cls.range_end, cls.range_end))
elif text == "random-middle":
return cls(cls.triangular(cls.range_start, cls.range_end))
elif text.startswith("random-range-"):
@@ -717,11 +717,11 @@ class Range(NumericOption):
f"{random_range[0]}-{random_range[1]} is outside allowed range "
f"{cls.range_start}-{cls.range_end} for option {cls.__name__}")
if text.startswith("random-range-low"):
return cls(cls.triangular(random_range[0], random_range[1], 0.0))
return cls(cls.triangular(random_range[0], random_range[1], random_range[0]))
elif text.startswith("random-range-middle"):
return cls(cls.triangular(random_range[0], random_range[1]))
elif text.startswith("random-range-high"):
return cls(cls.triangular(random_range[0], random_range[1], 1.0))
return cls(cls.triangular(random_range[0], random_range[1], random_range[1]))
else:
return cls(random.randint(random_range[0], random_range[1]))
@@ -739,16 +739,8 @@ class Range(NumericOption):
return str(self.value)
@staticmethod
def triangular(lower: int, end: int, tri: float = 0.5) -> int:
"""
Integer triangular distribution for `lower` inclusive to `end` inclusive.
Expects `lower <= end` and `0.0 <= tri <= 1.0`. The result of other inputs is undefined.
"""
# Use the continuous range [lower, end + 1) to produce an integer result in [lower, end].
# random.triangular is actually [a, b] and not [a, b), so there is a very small chance of getting exactly b even
# when a != b, so ensure the result is never more than `end`.
return min(end, math.floor(random.triangular(0.0, 1.0, tri) * (end - lower + 1) + lower))
def triangular(lower: int, end: int, tri: typing.Optional[int] = None) -> int:
return int(round(random.triangular(lower, end, tri), 0))
class NamedRange(Range):
@@ -1582,7 +1574,7 @@ def dump_player_options(multiworld: MultiWorld) -> None:
}
output.append(player_output)
for option_key, option in world.options_dataclass.type_hints.items():
if option.visibility == Visibility.none:
if issubclass(Removed, option):
continue
display_name = getattr(option, "display_name", option_key)
player_output[display_name] = getattr(world.options, option_key).current_option_name

View File

@@ -443,8 +443,7 @@ class RestrictedUnpickler(pickle.Unpickler):
else:
mod = importlib.import_module(module)
obj = getattr(mod, name)
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection,
self.options_module.PlandoText)):
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection)):
return obj
# Forbid everything else.
raise pickle.UnpicklingError(f"global '{module}.{name}' is forbidden")
@@ -522,8 +521,8 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
def filter(self, record: logging.LogRecord) -> bool:
return self.condition(record)
file_handler.addFilter(Filter("NoStream", lambda record: not getattr(record, "NoFile", False)))
file_handler.addFilter(Filter("NoCarriageReturn", lambda record: '\r' not in record.getMessage()))
file_handler.addFilter(Filter("NoStream", lambda record: not getattr(record, "NoFile", False)))
file_handler.addFilter(Filter("NoCarriageReturn", lambda record: '\r' not in record.msg))
root_logger.addHandler(file_handler)
if sys.stdout:
formatter = logging.Formatter(fmt='[%(asctime)s] %(message)s', datefmt='%Y-%m-%d %H:%M:%S')
@@ -941,7 +940,7 @@ def freeze_support() -> None:
def visualize_regions(root_region: Region, file_name: str, *,
show_entrance_names: bool = False, show_locations: bool = True, show_other_regions: bool = True,
linetype_ortho: bool = True, regions_to_highlight: set[Region] | None = None) -> None:
linetype_ortho: bool = True) -> None:
"""Visualize the layout of a world as a PlantUML diagram.
:param root_region: The region from which to start the diagram from. (Usually the "Menu" region of your world.)
@@ -957,22 +956,16 @@ def visualize_regions(root_region: Region, file_name: str, *,
Items without ID will be shown in italics.
:param show_other_regions: (default True) If enabled, regions that can't be reached by traversing exits are shown.
:param linetype_ortho: (default True) If enabled, orthogonal straight line parts will be used; otherwise polylines.
:param regions_to_highlight: Regions that will be highlighted in green if they are reachable.
Example usage in World code:
from Utils import visualize_regions
state = self.multiworld.get_all_state(False)
state.update_reachable_regions(self.player)
visualize_regions(self.get_region("Menu"), "my_world.puml", show_entrance_names=True,
regions_to_highlight=state.reachable_regions[self.player])
visualize_regions(self.multiworld.get_region("Menu", self.player), "my_world.puml")
Example usage in Main code:
from Utils import visualize_regions
for player in multiworld.player_ids:
visualize_regions(multiworld.get_region("Menu", player), f"{multiworld.get_out_file_name_base(player)}.puml")
"""
if regions_to_highlight is None:
regions_to_highlight = set()
assert root_region.multiworld, "The multiworld attribute of root_region has to be filled"
from BaseClasses import Entrance, Item, Location, LocationProgressType, MultiWorld, Region
from collections import deque
@@ -1025,7 +1018,7 @@ def visualize_regions(root_region: Region, file_name: str, *,
uml.append(f"\"{fmt(region)}\" : {{field}} {lock}{fmt(location)}")
def visualize_region(region: Region) -> None:
uml.append(f"class \"{fmt(region)}\" {'#00FF00' if region in regions_to_highlight else ''}")
uml.append(f"class \"{fmt(region)}\"")
if show_locations:
visualize_locations(region)
visualize_exits(region)

View File

@@ -3,13 +3,13 @@ from typing import List, Tuple
from flask import Blueprint
from ..models import Seed, Slot
from ..models import Seed
api_endpoints = Blueprint('api', __name__, url_prefix="/api")
def get_players(seed: Seed) -> List[Tuple[str, str]]:
return [(slot.player_name, slot.game) for slot in seed.slots.order_by(Slot.player_id)]
return [(slot.player_name, slot.game) for slot in seed.slots]
from . import datapackage, generate, room, user # trigger registration

View File

@@ -30,4 +30,4 @@ def get_seeds():
"creation_time": seed.creation_time,
"players": get_players(seed.slots),
})
return jsonify(response)
return jsonify(response)

View File

@@ -117,7 +117,6 @@ class WebHostContext(Context):
self.gamespackage = {"Archipelago": static_gamespackage.get("Archipelago", {})} # this may be modified by _load
self.item_name_groups = {"Archipelago": static_item_name_groups.get("Archipelago", {})}
self.location_name_groups = {"Archipelago": static_location_name_groups.get("Archipelago", {})}
missing_checksum = False
for game in list(multidata.get("datapackage", {})):
game_data = multidata["datapackage"][game]
@@ -133,13 +132,11 @@ class WebHostContext(Context):
continue
else:
self.logger.warning(f"Did not find game_data_package for {game}: {game_data['checksum']}")
else:
missing_checksum = True # Game rolled on old AP and will load data package from multidata
self.gamespackage[game] = static_gamespackage.get(game, {})
self.item_name_groups[game] = static_item_name_groups.get(game, {})
self.location_name_groups[game] = static_location_name_groups.get(game, {})
if not game_data_packages and not missing_checksum:
if not game_data_packages:
# all static -> use the static dicts directly
self.gamespackage = static_gamespackage
self.item_name_groups = static_item_name_groups

View File

@@ -22,7 +22,7 @@ players to rely upon each other to complete their game.
While a multiworld game traditionally requires all players to be playing the same game, a multi-game multiworld allows
players to randomize any of the supported games, and send items between them. This allows players of different
games to interact with one another in a single multiplayer environment. Archipelago supports multi-game multiworlds.
games to interact with one another in a single multiplayer environment. Archipelago supports multi-game multiworld.
Here is a list of our [Supported Games](https://archipelago.gg/games).
## Can I generate a single-player game with Archipelago?

View File

@@ -75,27 +75,6 @@
#inventory-table img.acquired.green{ /*32CD32*/
filter: hue-rotate(84deg) saturate(10) brightness(0.7);
}
#inventory-table img.acquired.hotpink{ /*FF69B4*/
filter: sepia(100%) hue-rotate(300deg) saturate(10);
}
#inventory-table img.acquired.lightsalmon{ /*FFA07A*/
filter: sepia(100%) hue-rotate(347deg) saturate(10);
}
#inventory-table img.acquired.crimson{ /*DB143B*/
filter: sepia(100%) hue-rotate(318deg) saturate(10) brightness(0.86);
}
#inventory-table span{
color: #B4B4A0;
font-size: 40px;
max-width: 40px;
max-height: 40px;
filter: grayscale(100%) contrast(75%) brightness(30%);
}
#inventory-table span.acquired{
filter: none;
}
#inventory-table div.image-stack{
display: grid;

View File

@@ -99,52 +99,6 @@
{% endif %}
</div>
</div>
{% if 'PrismBreak' in options or 'LockKeyAmadeus' in options or 'GateKeep' in options %}
<div class="table-row">
{% if 'PrismBreak' in options %}
<div class="C1">
<div class="image-stack">
<div class="stack-front">
<div class="stack-top-left">
<img src="{{ icons['Laser Access'] }}" class="hotpink {{ 'acquired' if 'Laser Access A' in acquired_items }}" title="Laser Access A" />
</div>
<div class="stack-top-right">
<img src="{{ icons['Laser Access'] }}" class="lightsalmon {{ 'acquired' if 'Laser Access I' in acquired_items }}" title="Laser Access I" />
</div>
<div class="stack-bottum-left">
<img src="{{ icons['Laser Access'] }}" class="crimson {{ 'acquired' if 'Laser Access M' in acquired_items }}" title="Laser Access M" />
</div>
</div>
</div>
</div>
{% endif %}
{% if 'LockKeyAmadeus' in options %}
<div class="C2">
<div class="image-stack">
<div class="stack-front">
<div class="stack-top-left">
<img src="{{ icons['Lab Glasses'] }}" class="{{ 'acquired' if 'Lab Access Genza' in acquired_items }}" title="Lab Access Genza" />
</div>
<div class="stack-top-right">
<img src="{{ icons['Eye Orb'] }}" class="{{ 'acquired' if 'Lab Access Dynamo' in acquired_items }}" title="Lab Access Dynamo" />
</div>
<div class="stack-bottum-left">
<img src="{{ icons['Lab Coat'] }}" class="{{ 'acquired' if 'Lab Access Research' in acquired_items }}" title="Lab Access Research" />
</div>
<div class="stack-bottum-right">
<img src="{{ icons['Demon'] }}" class="{{ 'acquired' if 'Lab Access Experiment' in acquired_items }}" title="Lab Access Experiment" />
</div>
</div>
</div>
</div>
{% endif %}
{% if 'GateKeep' in options %}
<div class="C3">
<span class="{{ 'acquired' if 'Drawbridge Key' in acquired_items }}" title="Drawbridge Key">&#10070;</span>
</div>
{% endif %}
</div>
{% endif %}
</div>
<table id="location-table">

View File

@@ -1071,11 +1071,6 @@ if "Timespinner" in network_data_package["games"]:
"Plasma Orb": "https://timespinnerwiki.com/mediawiki/images/4/44/Plasma_Orb.png",
"Kobo": "https://timespinnerwiki.com/mediawiki/images/c/c6/Familiar_Kobo.png",
"Merchant Crow": "https://timespinnerwiki.com/mediawiki/images/4/4e/Familiar_Crow.png",
"Laser Access": "https://timespinnerwiki.com/mediawiki/images/9/99/Historical_Documents.png",
"Lab Glasses": "https://timespinnerwiki.com/mediawiki/images/4/4a/Lab_Glasses.png",
"Eye Orb": "https://timespinnerwiki.com/mediawiki/images/a/a4/Eye_Orb.png",
"Lab Coat": "https://timespinnerwiki.com/mediawiki/images/5/51/Lab_Coat.png",
"Demon": "https://timespinnerwiki.com/mediawiki/images/f/f8/Familiar_Demon.png",
}
timespinner_location_ids = {
@@ -1123,9 +1118,6 @@ if "Timespinner" in network_data_package["games"]:
timespinner_location_ids["Ancient Pyramid"] += [
1337237, 1337238, 1337239,
1337240, 1337241, 1337242, 1337243, 1337244, 1337245]
if (slot_data["PyramidStart"]):
timespinner_location_ids["Ancient Pyramid"] += [
1337233, 1337234, 1337235]
display_data = {}

View File

@@ -121,14 +121,6 @@ Response:
Expected Response Type: `HASH_RESPONSE`
- `MEMORY_SIZE`
Returns the size in bytes of the specified memory domain.
Expected Response Type: `MEMORY_SIZE_RESPONSE`
Additional Fields:
- `domain` (`string`): The name of the memory domain to check
- `GUARD`
Checks a section of memory against `expected_data`. If the bytes starting
at `address` do not match `expected_data`, the response will have `value`
@@ -224,12 +216,6 @@ Response:
Additional Fields:
- `value` (`string`): The returned hash
- `MEMORY_SIZE_RESPONSE`
Contains the size in bytes of the specified memory domain.
Additional Fields:
- `value` (`number`): The size of the domain in bytes
- `GUARD_RESPONSE`
The result of an attempted `GUARD` request.
@@ -390,15 +376,6 @@ request_handlers = {
return res
end,
["MEMORY_SIZE"] = function (req)
local res = {}
res["type"] = "MEMORY_SIZE_RESPONSE"
res["value"] = memory.getmemorydomainsize(req["domain"])
return res
end,
["GUARD"] = function (req)
local res = {}
local expected_data = base64.decode(req["expected_data"])
@@ -636,11 +613,9 @@ end)
if bizhawk_major < 2 or (bizhawk_major == 2 and bizhawk_minor < 7) then
print("Must use BizHawk 2.7.0 or newer")
elseif bizhawk_major > 2 or (bizhawk_major == 2 and bizhawk_minor > 9) then
print("Warning: This version of BizHawk is newer than this script. If it doesn't work, consider downgrading to 2.9.")
else
if bizhawk_major > 2 or (bizhawk_major == 2 and bizhawk_minor > 10) then
print("Warning: This version of BizHawk is newer than this script. If it doesn't work, consider downgrading to 2.10.")
end
if emu.getsystemid() == "NULL" then
print("No ROM is loaded. Please load a ROM.")
while emu.getsystemid() == "NULL" do

View File

@@ -1816,7 +1816,7 @@ end
-- Main control handling: main loop and socket receive
function APreceive()
function receive()
l, e = ootSocket:receive()
-- Handle incoming message
if e == 'closed' then
@@ -1874,7 +1874,7 @@ function main()
end
if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
if (frame % 30 == 0) then
APreceive()
receive()
end
elseif (curstate == STATE_UNINITIALIZED) then
if (frame % 60 == 0) then

View File

@@ -99,9 +99,6 @@
# Lingo
/worlds/lingo/ @hatkirby
# Links Awakening DX
/worlds/ladx/ @threeandthreee
# Lufia II Ancient Cave
/worlds/lufia2ac/ @el-u
/worlds/lufia2ac/docs/ @wordfcuk @el-u
@@ -239,6 +236,9 @@
# Final Fantasy (1)
# /worlds/ff1/
# Links Awakening DX
# /worlds/ladx/
# Ocarina of Time
# /worlds/oot/

View File

@@ -370,13 +370,19 @@ target_group_lookup = bake_target_group_lookup(world, get_target_groups)
#### When to call `randomize_entrances`
The correct step for this is `World.connect_entrances`.
The short answer is that you will almost always want to do ER in `pre_fill`. For more information why, continue reading.
Currently, you could theoretically do it as early as `World.create_regions` or as late as `pre_fill`.
However, there are upcoming changes to Item Plando and Generic Entrance Randomizer to make the two features work better
together.
These changes necessitate that entrance randomization is done exactly in `World.connect_entrances`.
It is fine for your Entrances to be connected differently or not at all before this step.
ER begins by collecting the entire item pool and then uses your access rules to try and prevent some kinds of failures.
This means 2 things about when you can call ER:
1. You must supply your item pool before calling ER, or call ER before setting any rules which require items.
2. If you have rules dependent on anything other than items (e.g. `Entrance`s or events), you must set your rules
and create your events before you call ER if you want to guarantee a correct output.
If the conditions above are met, you could theoretically do ER as early as `create_regions`. However, plando is also
a consideration. Since item plando happens between `set_rules` and `pre_fill` and modifies the item pool, doing ER
in `pre_fill` is the only way to account for placements made by item plando, otherwise you risk impossible seeds or
generation failures. Obviously, if your world implements entrance plando, you will likely want to do that before ER as
well.
#### Informing your client about randomized entrances

View File

@@ -47,9 +47,6 @@ Packets are simple JSON lists in which any number of ordered network commands ca
An object can contain the "class" key, which will tell the content data type, such as "Version" in the following example.
Websocket connections should support per-message compression. Uncompressed connections are deprecated and may stop
working in the future.
Example:
```javascript
[{"cmd": "RoomInfo", "version": {"major": 0, "minor": 1, "build": 3, "class": "Version"}, "tags": ["WebHost"], ... }]
@@ -264,7 +261,6 @@ Sent to clients in response to a [Set](#Set) package if want_reply was set to tr
| key | str | The key that was updated. |
| value | any | The new value for the key. |
| original_value | any | The value the key had before it was updated. Not present on "_read" prefixed special keys. |
| slot | int | The slot that originally sent the Set package causing this change. |
Additional arguments added to the [Set](#Set) package that triggered this [SetReply](#SetReply) will also be passed along.
@@ -363,11 +359,11 @@ An enumeration containing the possible hint states.
```python
import enum
class HintStatus(enum.IntEnum):
HINT_UNSPECIFIED = 0 # The receiving player has not specified any status
HINT_FOUND = 0 # The location has been collected. Status cannot be changed once found.
HINT_UNSPECIFIED = 1 # The receiving player has not specified any status
HINT_NO_PRIORITY = 10 # The receiving player has specified that the item is unneeded
HINT_AVOID = 20 # The receiving player has specified that the item is detrimental
HINT_PRIORITY = 30 # The receiving player has specified that the item is needed
HINT_FOUND = 40 # The location has been collected. Status cannot be changed once found.
```
- Hints for items with `ItemClassification.trap` default to `HINT_AVOID`.
- Hints created with `LocationScouts`, `!hint_location`, or similar (hinting a location) default to `HINT_UNSPECIFIED`.
@@ -533,9 +529,9 @@ In JSON this may look like:
{"item": 3, "location": 3, "player": 3, "flags": 0}
]
```
`item` is the item id of the item. Item ids are only supported in the range of [-2<sup>53</sup> + 1, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`item` is the item id of the item. Item ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`location` is the location id of the item inside the world. Location ids are only supported in the range of [-2<sup>53</sup> + 1, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`location` is the location id of the item inside the world. Location ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`player` is the player slot of the world the item is located in, except when inside an [LocationInfo](#LocationInfo) Packet then it will be the slot of the player to receive the item
@@ -748,7 +744,6 @@ Tags are represented as a list of strings, the common client tags follow:
| HintGame | Indicates the client is a hint game, made to send hints instead of locations. Special join/leave message,¹ `game` is optional.² |
| Tracker | Indicates the client is a tracker, made to track instead of sending locations. Special join/leave message,¹ `game` is optional.² |
| TextOnly | Indicates the client is a basic client, made to chat instead of sending locations. Special join/leave message,¹ `game` is optional.² |
| NoText | Indicates the client does not want to receive text messages, improving performance if not needed. |
¹: When connecting or disconnecting, the chat message shows e.g. "tracking".\
²: Allows `game` to be empty or null in [Connect](#connect). Game and version validation will then be skipped.

View File

@@ -95,7 +95,7 @@ user hovers over the yellow "(?)" icon, and included in the YAML templates gener
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 `WebWorld.rich_text_options_doc = True`.
reStructuredText and enable rich text rendering by setting `World.rich_text_options_doc = True`.
[reStructuredText]: https://docutils.sourceforge.io/rst.html

View File

@@ -73,11 +73,11 @@ When tests are run, this class will create a multiworld with a single player hav
generic tests, as well as the new custom test. Each test method definition will create its own separate solo multiworld
that will be cleaned up after. If you don't want to run the generic tests on a base, `run_default_tests` can be
overridden. For more information on what methods are available to your class, check the
[WorldTestBase definition](/test/bases.py#L106).
[WorldTestBase definition](/test/bases.py#L104).
#### Alternatives to WorldTestBase
Unit tests can also be created using [TestBase](/test/bases.py#L16) or
Unit tests can also be created using [TestBase](/test/bases.py#L14) or
[unittest.TestCase](https://docs.python.org/3/library/unittest.html#unittest.TestCase) depending on your use case. These
may be useful for generating a multiworld under very specific constraints without using the generic world setup, or for
testing portions of your code that can be tested without relying on a multiworld to be created first.

View File

@@ -222,8 +222,8 @@ could also be progress in a research tree, or even something more abstract like
Each location has a `name` and an `address` (hereafter referred to as an `id`), is placed in a Region, has access rules,
and has a classification. The name needs to be unique within each game and must not be numeric (must contain least 1
letter or symbol). The ID needs to be unique across all locations within the game.
Locations and items can share IDs, and locations can share IDs with other games' locations.
letter or symbol). The ID needs to be unique across all games, and is best kept in the same range as the item IDs.
Locations and items can share IDs, so typically a game's locations and items start at the same ID.
World-specific IDs must be in the range 1 to 2<sup>53</sup>-1; IDs ≤ 0 are global and reserved.
@@ -243,9 +243,7 @@ progression. Progression items will be assigned to locations with higher priorit
and satisfy progression balancing.
The name needs to be unique within each game, meaning if you need to create multiple items with the same name, they
will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
The ID thus also needs to be unique across all items with different names within the game.
Items and locations can share IDs, and items can share IDs with other games' items.
will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
Other classifications include:
@@ -291,7 +289,7 @@ like entrance randomization in logic.
Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions.
There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L299)),
There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295-L296)),
from which the logic unfolds. AP assumes that a player will always be able to return to this starting region by resetting the game ("Save and quit").
### Entrances
@@ -331,7 +329,7 @@ Even doing `state.can_reach_location` or `state.can_reach_entrance` is problemat
You can use `multiworld.register_indirect_condition(region, entrance)` to explicitly tell the generator that, when a given region becomes accessible, it is necessary to re-check a specific entrance.
You **must** use `multiworld.register_indirect_condition` if you perform this kind of `can_reach` from an entrance access rule, unless you have a **very** good technical understanding of the relevant code and can reason why it will never lead to problems in your case.
Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L301-L304),
Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L301),
avoiding the need for indirect conditions at the expense of performance.
### Item Rules
@@ -492,9 +490,6 @@ In addition, the following methods can be implemented and are called in this ord
after this step. Locations cannot be moved to different regions after this step.
* `set_rules(self)`
called to set access and item rules on locations and entrances.
* `connect_entrances(self)`
by the end of this step, all entrances must exist and be connected to their source and target regions.
Entrance randomization should be done here.
* `generate_basic(self)`
player-specific randomization that does not affect logic can be done here.
* `pre_fill(self)`, `fill_hook(self)` and `post_fill(self)`
@@ -562,13 +557,17 @@ from .items import is_progression # this is just a dummy
def create_item(self, item: str) -> MyGameItem:
# this is called when AP wants to create an item by name (for plando) or when you call it from your own code
classification = ItemClassification.progression if is_progression(item) else ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item], self.player)
classification = ItemClassification.progression if is_progression(item) else
ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item],
self.player)
def create_event(self, event: str) -> MyGameItem:
# while we are at it, we can also add a helper to create events
return MyGameItem(event, ItemClassification.progression, None, self.player)
return MyGameItem(event, True, None, self.player)
```
#### create_items
@@ -836,16 +835,14 @@ def generate_output(self, output_directory: str) -> None:
### Slot Data
If a client or tracker needs to know information about the generated seed, a preferred method of transferring the data
is through the slot data. This is filled with the `fill_slot_data` method of your world by returning a `dict` with
`str` keys that can be serialized with json. However, to not waste resources, it should be limited to data that is
absolutely necessary. Slot data is sent to your client once it has successfully
[connected](network%20protocol.md#connected).
If the game client needs to know information about the generated seed, a preferred method of transferring the data
is through the slot data. This is filled with the `fill_slot_data` method of your world by returning
a `dict` with `str` keys that can be serialized with json.
But, to not waste resources, it should be limited to data that is absolutely necessary. Slot data is sent to your client
once it has successfully [connected](network%20protocol.md#connected).
If you need to know information about locations in your world, instead of propagating the slot data, it is preferable
to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. Adding
item/location pairs is unnecessary since the AP server already retains and freely gives that information to clients
that request it. The most common usage of slot data is sending option results that the client needs to be aware of.
to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. The most
common usage of slot data is sending option results that the client needs to be aware of.
```python
def fill_slot_data(self) -> Dict[str, Any]:

View File

@@ -157,16 +157,17 @@ class ERPlacementState:
def placed_regions(self) -> set[Region]:
return self.collection_state.reachable_regions[self.world.player]
def find_placeable_exits(self, check_validity: bool, usable_exits: list[Entrance]) -> list[Entrance]:
def find_placeable_exits(self, check_validity: bool) -> list[Entrance]:
if check_validity:
blocked_connections = self.collection_state.blocked_connections[self.world.player]
placeable_randomized_exits = [ex for ex in usable_exits
if not ex.connected_region
and ex in blocked_connections
and ex.is_valid_source_transition(self)]
blocked_connections = sorted(blocked_connections, key=lambda x: x.name)
placeable_randomized_exits = [connection for connection in blocked_connections
if not connection.connected_region
and connection.is_valid_source_transition(self)]
else:
# this is on a beaten minimal attempt, so any exit anywhere is fair game
placeable_randomized_exits = [ex for ex in usable_exits if not ex.connected_region]
placeable_randomized_exits = [ex for region in self.world.multiworld.get_regions(self.world.player)
for ex in region.exits if not ex.connected_region]
self.world.random.shuffle(placeable_randomized_exits)
return placeable_randomized_exits
@@ -180,8 +181,7 @@ class ERPlacementState:
self.placements.append(source_exit)
self.pairings.append((source_exit.name, target_entrance.name))
def test_speculative_connection(self, source_exit: Entrance, target_entrance: Entrance,
usable_exits: set[Entrance]) -> bool:
def test_speculative_connection(self, source_exit: Entrance, target_entrance: Entrance) -> bool:
copied_state = self.collection_state.copy()
# simulated connection. A real connection is unsafe because the region graph is shallow-copied and would
# propagate back to the real multiworld.
@@ -198,9 +198,6 @@ class ERPlacementState:
# ignore the source exit, and, if coupled, the reverse exit. They're not actually new
if _exit.name == source_exit.name or (self.coupled and _exit.name == target_entrance.name):
continue
# make sure we are only paying attention to usable exits
if _exit not in usable_exits:
continue
# technically this should be is_valid_source_transition, but that may rely on side effects from
# on_connect, which have not happened here (because we didn't do a real connection, and if we did, we would
# not want them to persist). can_reach is a close enough approximation most of the time.
@@ -329,24 +326,6 @@ def randomize_entrances(
# similar to fill, skip validity checks on entrances if the game is beatable on minimal accessibility
perform_validity_check = True
if not er_targets:
er_targets = sorted([entrance for region in world.multiworld.get_regions(world.player)
for entrance in region.entrances if not entrance.parent_region], key=lambda x: x.name)
if not exits:
exits = sorted([ex for region in world.multiworld.get_regions(world.player)
for ex in region.exits if not ex.connected_region], key=lambda x: x.name)
if len(er_targets) != len(exits):
raise EntranceRandomizationError(f"Unable to randomize entrances due to a mismatched count of "
f"entrances ({len(er_targets)}) and exits ({len(exits)}.")
# used when membership checks are needed on the exit list, e.g. speculative sweep
exits_set = set(exits)
for entrance in er_targets:
entrance_lookup.add(entrance)
# place the menu region and connected start region(s)
er_state.collection_state.update_reachable_regions(world.player)
def do_placement(source_exit: Entrance, target_entrance: Entrance) -> None:
placed_exits, removed_entrances = er_state.connect(source_exit, target_entrance)
# remove the placed targets from consideration
@@ -360,7 +339,7 @@ def randomize_entrances(
def find_pairing(dead_end: bool, require_new_exits: bool) -> bool:
nonlocal perform_validity_check
placeable_exits = er_state.find_placeable_exits(perform_validity_check, exits)
placeable_exits = er_state.find_placeable_exits(perform_validity_check)
for source_exit in placeable_exits:
target_groups = target_group_lookup[source_exit.randomization_group]
for target_entrance in entrance_lookup.get_targets(target_groups, dead_end, preserve_group_order):
@@ -376,7 +355,7 @@ def randomize_entrances(
and len(placeable_exits) == 1)
if exit_requirement_satisfied and source_exit.can_connect_to(target_entrance, dead_end, er_state):
if (needs_speculative_sweep
and not er_state.test_speculative_connection(source_exit, target_entrance, exits_set)):
and not er_state.test_speculative_connection(source_exit, target_entrance)):
continue
do_placement(source_exit, target_entrance)
return True
@@ -399,14 +378,13 @@ def randomize_entrances(
and world.multiworld.has_beaten_game(er_state.collection_state, world.player):
# ensure that we have enough locations to place our progression
accessible_location_count = 0
prog_item_count = len([item for item in world.multiworld.itempool if item.advancement and item.player == world.player])
prog_item_count = sum(er_state.collection_state.prog_items[world.player].values())
# short-circuit location checking in this case
if prog_item_count == 0:
return True
for region in er_state.placed_regions:
for loc in region.locations:
if not loc.item and loc.can_reach(er_state.collection_state):
# don't count locations with preplaced items
if loc.can_reach(er_state.collection_state):
accessible_location_count += 1
if accessible_location_count >= prog_item_count:
perform_validity_check = False
@@ -428,6 +406,21 @@ def randomize_entrances(
f"All unplaced entrances: {unplaced_entrances}\n"
f"All unplaced exits: {unplaced_exits}")
if not er_targets:
er_targets = sorted([entrance for region in world.multiworld.get_regions(world.player)
for entrance in region.entrances if not entrance.parent_region], key=lambda x: x.name)
if not exits:
exits = sorted([ex for region in world.multiworld.get_regions(world.player)
for ex in region.exits if not ex.connected_region], key=lambda x: x.name)
if len(er_targets) != len(exits):
raise EntranceRandomizationError(f"Unable to randomize entrances due to a mismatched count of "
f"entrances ({len(er_targets)}) and exits ({len(exits)}.")
for entrance in er_targets:
entrance_lookup.add(entrance)
# place the menu region and connected start region(s)
er_state.collection_state.update_reachable_regions(world.player)
# stage 1 - try to place all the non-dead-end entrances
while entrance_lookup.others:
if not find_pairing(dead_end=False, require_new_exits=True):

19
kvui.py
View File

@@ -26,10 +26,6 @@ import Utils
if Utils.is_frozen():
os.environ["KIVY_DATA_DIR"] = Utils.local_path("data")
import platformdirs
os.environ["KIVY_HOME"] = os.path.join(platformdirs.user_config_dir("Archipelago", False), "kivy")
os.makedirs(os.environ["KIVY_HOME"], exist_ok=True)
from kivy.config import Config
Config.set("input", "mouse", "mouse,disable_multitouch")
@@ -444,11 +440,8 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
if child.collide_point(*touch.pos):
key = child.sort_key
if key == "status":
parent.hint_sorter = lambda element: status_sort_weights[element["status"]["hint"]["status"]]
else:
parent.hint_sorter = lambda element: (
remove_between_brackets.sub("", element[key]["text"]).lower()
)
parent.hint_sorter = lambda element: element["status"]["hint"]["status"]
else: parent.hint_sorter = lambda element: remove_between_brackets.sub("", element[key]["text"]).lower()
if key == parent.sort_key:
# second click reverses order
parent.reversed = not parent.reversed
@@ -832,13 +825,7 @@ status_colors: typing.Dict[HintStatus, str] = {
HintStatus.HINT_AVOID: "salmon",
HintStatus.HINT_PRIORITY: "plum",
}
status_sort_weights: dict[HintStatus, int] = {
HintStatus.HINT_FOUND: 0,
HintStatus.HINT_UNSPECIFIED: 1,
HintStatus.HINT_NO_PRIORITY: 2,
HintStatus.HINT_AVOID: 3,
HintStatus.HINT_PRIORITY: 4,
}
class HintLog(RecycleView):

View File

@@ -2,6 +2,3 @@
python_files = test_*.py Test*.py # TODO: remove Test* once all worlds have been ported
python_classes = Test
python_functions = test
testpaths =
test
worlds

View File

@@ -109,7 +109,7 @@ class Group:
def get_type_hints(cls) -> Dict[str, Any]:
"""Returns resolved type hints for the class"""
if cls._type_cache is None:
if not cls.__annotations__ or not isinstance(next(iter(cls.__annotations__.values())), str):
if not isinstance(next(iter(cls.__annotations__.values())), str):
# non-str: assume already resolved
cls._type_cache = cls.__annotations__
else:
@@ -270,20 +270,15 @@ class Group:
# fetch class to avoid going through getattr
cls = self.__class__
type_hints = cls.get_type_hints()
entries = [e for e in self]
if not entries:
# write empty dict for empty Group with no instance values
cls._dump_value({}, f, indent=" " * level)
# validate group
for name in cls.__annotations__.keys():
assert hasattr(cls, name), f"{cls}.{name} is missing a default value"
# dump ordered members
for name in entries:
for name in self:
attr = cast(object, getattr(self, name))
attr_cls = type_hints[name] if name in type_hints else attr.__class__
attr_cls_origin = typing.get_origin(attr_cls)
# resolve to first type for doc string
while attr_cls_origin is Union or attr_cls_origin is types.UnionType:
while attr_cls_origin is Union: # resolve to first type for doc string
attr_cls = typing.get_args(attr_cls)[0]
attr_cls_origin = typing.get_origin(attr_cls)
if attr_cls.__doc__ and attr_cls.__module__ != "builtins":
@@ -683,8 +678,6 @@ class GeneratorOptions(Group):
race: Race = Race(0)
plando_options: PlandoOptions = PlandoOptions("bosses, connections, texts")
panic_method: PanicMethod = PanicMethod("swap")
loglevel: str = "info"
logtime: bool = False
class SNIOptions(Group):
@@ -792,17 +785,7 @@ class Settings(Group):
if location:
from Utils import parse_yaml
with open(location, encoding="utf-8-sig") as f:
from yaml.error import MarkedYAMLError
try:
options = parse_yaml(f.read())
except MarkedYAMLError as ex:
if ex.problem_mark:
f.seek(0)
lines = f.readlines()
problem_line = lines[ex.problem_mark.line]
error_line = " " * ex.problem_mark.column + "^"
raise Exception(f"{ex.context} {ex.problem}\n{problem_line}{error_line}")
raise ex
options = parse_yaml(f.read())
# TODO: detect if upgrade is required
# TODO: once we have a cache for _world_settings_name_cache, detect if any game section is missing
self.update(options or {})

View File

@@ -18,15 +18,7 @@ def run_locations_benchmark():
class BenchmarkRunner:
gen_steps: typing.Tuple[str, ...] = (
"generate_early",
"create_regions",
"create_items",
"set_rules",
"connect_entrances",
"generate_basic",
"pre_fill",
)
"generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
rule_iterations: int = 100_000
if sys.version_info >= (3, 9):

View File

@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.16)
cmake_minimum_required(VERSION 3.5)
project(ap-cpp-tests)
enable_testing()
@@ -7,8 +7,8 @@ find_package(GTest REQUIRED)
if (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
add_definitions("/source-charset:utf-8")
# set(CMAKE_CXX_FLAGS_DEBUG "/MDd") # this is the default
# set(CMAKE_CXX_FLAGS_RELEASE "/MD") # this is the default
set(CMAKE_CXX_FLAGS_DEBUG "/MTd")
set(CMAKE_CXX_FLAGS_RELEASE "/MT")
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
# enable static analysis for gcc
add_compile_options(-fanalyzer -Werror)

View File

@@ -5,15 +5,7 @@ from BaseClasses import CollectionState, Item, ItemClassification, Location, Mul
from worlds import network_data_package
from worlds.AutoWorld import World, call_all
gen_steps = (
"generate_early",
"create_regions",
"create_items",
"set_rules",
"connect_entrances",
"generate_basic",
"pre_fill",
)
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
def setup_solo_multiworld(

View File

@@ -311,37 +311,6 @@ class TestRandomizeEntrances(unittest.TestCase):
self.assertEqual([], [exit_ for region in multiworld.get_regions()
for exit_ in region.exits if not exit_.connected_region])
def test_minimal_entrance_rando_with_collect_override(self):
"""
tests that entrance randomization can complete with minimal accessibility and unreachable exits
when the world defines a collect override that add extra values to prog_items
"""
multiworld = generate_test_multiworld()
multiworld.worlds[1].options.accessibility = Accessibility.from_any(Accessibility.option_minimal)
multiworld.completion_condition[1] = lambda state: state.can_reach("region24", player=1)
generate_disconnected_region_grid(multiworld, 5, 1)
prog_items = generate_items(10, 1, True)
multiworld.itempool += prog_items
filler_items = generate_items(15, 1, False)
multiworld.itempool += filler_items
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
old_collect = multiworld.worlds[1].collect
def new_collect(state, item):
old_collect(state, item)
state.prog_items[item.player]["counter"] += 300
multiworld.worlds[1].collect = new_collect
randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertEqual([], [entrance for region in multiworld.get_regions()
for entrance in region.entrances if not entrance.parent_region])
self.assertEqual([], [exit_ for region in multiworld.get_regions()
for exit_ in region.exits if not exit_.connected_region])
def test_restrictive_region_requirement_does_not_fail(self):
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 2, 1)

View File

@@ -1,63 +0,0 @@
import unittest
from worlds.AutoWorld import AutoWorldRegister, call_all, World
from . import setup_solo_multiworld
class TestBase(unittest.TestCase):
def test_entrance_connection_steps(self):
"""Tests that Entrances are connected and not changed after connect_entrances."""
def get_entrance_name_to_source_and_target_dict(world: World):
return [
(entrance.name, entrance.parent_region, entrance.connected_region)
for entrance in world.get_entrances()
]
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "connect_entrances")
additional_steps = ("generate_basic", "pre_fill")
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game_name=game_name):
multiworld = setup_solo_multiworld(world_type, gen_steps)
original_entrances = get_entrance_name_to_source_and_target_dict(multiworld.worlds[1])
self.assertTrue(
all(entrance[1] is not None and entrance[2] is not None for entrance in original_entrances),
f"{game_name} had unconnected entrances after connect_entrances"
)
for step in additional_steps:
with self.subTest("Step", step=step):
call_all(multiworld, step)
step_entrances = get_entrance_name_to_source_and_target_dict(multiworld.worlds[1])
self.assertEqual(
original_entrances, step_entrances, f"{game_name} modified entrances during {step}"
)
def test_all_state_before_connect_entrances(self):
"""Before connect_entrances, Entrance objects may be unconnected.
Thus, we test that get_all_state is performed with allow_partial_entrances if used before or during
connect_entrances."""
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "connect_entrances")
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game_name=game_name):
multiworld = setup_solo_multiworld(world_type, ())
original_get_all_state = multiworld.get_all_state
def patched_get_all_state(use_cache: bool, allow_partial_entrances: bool = False):
self.assertTrue(allow_partial_entrances, (
"Before the connect_entrances step finishes, other worlds might still have partial entrances. "
"As such, any call to get_all_state must use allow_partial_entrances = True."
))
return original_get_all_state(use_cache, allow_partial_entrances)
multiworld.get_all_state = patched_get_all_state
for step in gen_steps:
with self.subTest("Step", step=step):
call_all(multiworld, step)

View File

@@ -1,8 +1,6 @@
import unittest
from typing import Callable, Dict, Optional
from typing_extensions import override
from BaseClasses import CollectionState, MultiWorld, Region
@@ -10,7 +8,6 @@ class TestHelpers(unittest.TestCase):
multiworld: MultiWorld
player: int = 1
@override
def setUp(self) -> None:
self.multiworld = MultiWorld(self.player)
self.multiworld.game[self.player] = "helper_test_game"
@@ -41,15 +38,15 @@ class TestHelpers(unittest.TestCase):
"TestRegion1": {"TestRegion2": "connection"},
"TestRegion2": {"TestRegion1": None},
}
reg_exit_set: Dict[str, set[str]] = {
"TestRegion1": {"TestRegion3"}
}
exit_rules: Dict[str, Callable[[CollectionState], bool]] = {
"TestRegion1": lambda state: state.has("test_item", self.player)
}
self.multiworld.regions += [Region(region, self.player, self.multiworld, regions[region]) for region in regions]
with self.subTest("Test Location Creation Helper"):
@@ -76,7 +73,7 @@ class TestHelpers(unittest.TestCase):
entrance_name = exit_name if exit_name else f"{parent} -> {exit_reg}"
self.assertEqual(exit_rules[exit_reg],
self.multiworld.get_entrance(entrance_name, self.player).access_rule)
for region in reg_exit_set:
current_region = self.multiworld.get_region(region, self.player)
current_region.add_exits(reg_exit_set[region])

View File

@@ -39,7 +39,7 @@ class TestImplemented(unittest.TestCase):
"""Tests that if a world creates slot data, it's json serializable."""
for game_name, world_type in AutoWorldRegister.world_types.items():
# has an await for generate_output which isn't being called
if game_name in {"Ocarina of Time"}:
if game_name in {"Ocarina of Time", "Zillion"}:
continue
multiworld = setup_solo_multiworld(world_type)
with self.subTest(game=game_name, seed=multiworld.seed):
@@ -117,12 +117,3 @@ class TestImplemented(unittest.TestCase):
f"\nUnexpectedly reachable locations in sphere {sphere_num}:"
f"\n{reachable_only_with_explicit}")
self.fail("Unreachable")
def test_no_items_or_locations_or_regions_submitted_in_init(self):
"""Test that worlds don't submit items/locations/regions to the multiworld in __init__"""
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game=game_name):
multiworld = setup_solo_multiworld(world_type, ())
self.assertEqual(len(multiworld.itempool), 0)
self.assertEqual(len(multiworld.get_locations()), 0)
self.assertEqual(len(multiworld.get_regions()), 0)

View File

@@ -1,6 +1,5 @@
import unittest
from BaseClasses import CollectionState
from worlds.AutoWorld import AutoWorldRegister, call_all
from . import setup_solo_multiworld
@@ -9,31 +8,12 @@ class TestBase(unittest.TestCase):
def test_create_item(self):
"""Test that a world can successfully create all items in its datapackage"""
for game_name, world_type in AutoWorldRegister.world_types.items():
multiworld = setup_solo_multiworld(world_type, steps=("generate_early", "create_regions", "create_items"))
proxy_world = multiworld.worlds[1]
proxy_world = setup_solo_multiworld(world_type, ()).worlds[1]
for item_name in world_type.item_name_to_id:
test_state = CollectionState(multiworld)
with self.subTest("Create Item", item_name=item_name, game_name=game_name):
item = proxy_world.create_item(item_name)
with self.subTest("Item Name", item_name=item_name, game_name=game_name):
self.assertEqual(item.name, item_name)
if item.advancement:
with self.subTest("Item State Collect", item_name=item_name, game_name=game_name):
test_state.collect(item, True)
with self.subTest("Item State Remove", item_name=item_name, game_name=game_name):
test_state.remove(item)
self.assertEqual(test_state.prog_items, multiworld.state.prog_items,
"Item Collect -> Remove should restore empty state.")
else:
with self.subTest("Item State Collect No Change", item_name=item_name, game_name=game_name):
# Non-Advancement should not modify state.
test_state.collect(item)
self.assertEqual(test_state.prog_items, multiworld.state.prog_items)
def test_item_name_group_has_valid_item(self):
"""Test that all item name groups contain valid items. """
# This cannot test for Event names that you may have declared for logic, only sendable Items.
@@ -87,7 +67,7 @@ class TestBase(unittest.TestCase):
def test_itempool_not_modified(self):
"""Test that worlds don't modify the itempool after `create_items`"""
gen_steps = ("generate_early", "create_regions", "create_items")
additional_steps = ("set_rules", "connect_entrances", "generate_basic", "pre_fill")
additional_steps = ("set_rules", "generate_basic", "pre_fill")
excluded_games = ("Links Awakening DX", "Ocarina of Time", "SMZ3")
worlds_to_test = {game: world
for game, world in AutoWorldRegister.world_types.items() if game not in excluded_games}
@@ -104,7 +84,7 @@ class TestBase(unittest.TestCase):
def test_locality_not_modified(self):
"""Test that worlds don't modify the locality of items after duplicates are resolved"""
gen_steps = ("generate_early", "create_regions", "create_items")
additional_steps = ("set_rules", "connect_entrances", "generate_basic", "pre_fill")
additional_steps = ("set_rules", "generate_basic", "pre_fill")
worlds_to_test = {game: world for game, world in AutoWorldRegister.world_types.items()}
for game_name, world_type in worlds_to_test.items():
with self.subTest("Game", game=game_name):

View File

@@ -45,12 +45,6 @@ class TestBase(unittest.TestCase):
self.assertEqual(location_count, len(multiworld.get_locations()),
f"{game_name} modified locations count during rule creation")
call_all(multiworld, "connect_entrances")
self.assertEqual(region_count, len(multiworld.get_regions()),
f"{game_name} modified region count during rule creation")
self.assertEqual(location_count, len(multiworld.get_locations()),
f"{game_name} modified locations count during rule creation")
call_all(multiworld, "generate_basic")
self.assertEqual(region_count, len(multiworld.get_regions()),
f"{game_name} modified region count during generate_basic")

View File

@@ -1,21 +1,16 @@
import unittest
from BaseClasses import MultiWorld
from worlds.AutoWorld import AutoWorldRegister
from . import setup_solo_multiworld
class TestWorldMemory(unittest.TestCase):
def test_leak(self) -> None:
def test_leak(self):
"""Tests that worlds don't leak references to MultiWorld or themselves with default options."""
import gc
import weakref
refs: dict[str, weakref.ReferenceType[MultiWorld]] = {}
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game creation", game_name=game_name):
with self.subTest("Game", game_name=game_name):
weak = weakref.ref(setup_solo_multiworld(world_type))
refs[game_name] = weak
gc.collect()
for game_name, weak in refs.items():
with self.subTest("Game cleanup", game_name=game_name):
gc.collect()
self.assertFalse(weak(), "World leaked a reference")

View File

@@ -3,7 +3,7 @@ from worlds.AutoWorld import AutoWorldRegister
class TestNames(unittest.TestCase):
def test_item_names_format(self) -> None:
def test_item_names_format(self):
"""Item names must not be all numeric in order to differentiate between ID and name in !hint"""
for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename):
@@ -11,7 +11,7 @@ class TestNames(unittest.TestCase):
self.assertFalse(item_name.isnumeric(),
f"Item name \"{item_name}\" is invalid. It must not be numeric.")
def test_location_name_format(self) -> None:
def test_location_name_format(self):
"""Location names must not be all numeric in order to differentiate between ID and name in !hint_location"""
for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename):

View File

@@ -2,11 +2,11 @@ import unittest
from BaseClasses import CollectionState
from worlds.AutoWorld import AutoWorldRegister
from . import setup_solo_multiworld, gen_steps
from . import setup_solo_multiworld
class TestBase(unittest.TestCase):
gen_steps = gen_steps
gen_steps = ["generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill"]
default_settings_unreachable_regions = {
"A Link to the Past": {

View File

@@ -1,29 +0,0 @@
import unittest
from worlds.AutoWorld import AutoWorldRegister, call_all
from . import setup_solo_multiworld
class TestBase(unittest.TestCase):
gen_steps = (
"generate_early",
"create_regions",
)
test_steps = (
"create_items",
"set_rules",
"connect_entrances",
"generate_basic",
"pre_fill",
)
def test_all_state_is_available(self):
"""Ensure all_state can be created at certain steps."""
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game=game_name):
multiworld = setup_solo_multiworld(world_type, self.gen_steps)
for step in self.test_steps:
with self.subTest("Step", step=step):
call_all(multiworld, step)
self.assertTrue(multiworld.get_all_state(False, True))

View File

@@ -378,10 +378,6 @@ class World(metaclass=AutoWorldRegister):
"""Method for setting the rules on the World's regions and locations."""
pass
def connect_entrances(self) -> None:
"""Method to finalize the source and target regions of the World's entrances"""
pass
def generate_basic(self) -> None:
"""
Useful for randomizing things that don't affect logic but are better to be determined before the output stage.

View File

@@ -87,7 +87,7 @@ class Component:
processes = weakref.WeakSet()
def launch_subprocess(func: Callable, name: str | None = None, args: Tuple[str, ...] = ()) -> None:
def launch_subprocess(func: Callable, name: str = None, args: Tuple[str, ...] = ()) -> None:
global processes
import multiprocessing
process = multiprocessing.Process(target=func, name=name, args=args)
@@ -95,14 +95,6 @@ def launch_subprocess(func: Callable, name: str | None = None, args: Tuple[str,
processes.add(process)
def launch(func: Callable, name: str | None = None, args: Tuple[str, ...] = ()) -> None:
from Utils import is_kivy_running
if is_kivy_running():
launch_subprocess(func, name, args)
else:
func(*args)
class SuffixIdentifier:
suffixes: Iterable[str]
@@ -119,7 +111,7 @@ class SuffixIdentifier:
def launch_textclient(*args):
import CommonClient
launch(CommonClient.run_as_textclient, name="TextClient", args=args)
launch_subprocess(CommonClient.run_as_textclient, name="TextClient", args=args)
def _install_apworld(apworld_src: str = "") -> Optional[Tuple[pathlib.Path, pathlib.Path]]:

View File

@@ -55,7 +55,6 @@ async def lock(ctx) -> None
async def unlock(ctx) -> None
async def get_hash(ctx) -> str
async def get_memory_size(ctx, domain: str) -> int
async def get_system(ctx) -> str
async def get_cores(ctx) -> dict[str, str]
async def ping(ctx) -> None
@@ -169,10 +168,9 @@ select dialog and they will be associated with BizHawkClient. This does not affe
associate the file extension with Archipelago.
`validate_rom` is called to figure out whether a given ROM belongs to your client. It will only be called when a ROM is
running on a system you specified in your `system` class variable. Take extra care here, because your code will run
against ROMs that you have no control over. If you're reading an address deep in ROM, you might want to check the size
of ROM before you attempt to read it using `get_memory_size`. If you decide to claim this ROM as yours, this is where
you should do setup for things like `items_handling`.
running on a system you specified in your `system` class variable. In most cases, that will be a single system and you
can be sure that you're not about to try to read from nonexistent domains or out of bounds. If you decide to claim this
ROM as yours, this is where you should do setup for things like `items_handling`.
`game_watcher` is the "main loop" of your client where you should be checking memory and sending new items to the ROM.
`BizHawkClient` will make sure that your `game_watcher` only runs when your client has validated the ROM, and will do
@@ -270,8 +268,6 @@ server connection before trying to interact with it.
- By default, the player will be asked to provide their slot name after connecting to the server and validating, and
that input will be used to authenticate with the `Connect` command. You can override `set_auth` in your own client to
set it automatically based on data in the ROM or on your client instance.
- Use `get_memory_size` inside `validate_rom` if you need to read at large addresses, in case some other game has a
smaller ROM size.
- You can override `on_package` in your client to watch raw packages, but don't forget you also have access to a
subclass of `CommonContext` and its API.
- You can import `BizHawkClientContext` for type hints using `typing.TYPE_CHECKING`. Importing it without conditions at

View File

@@ -10,7 +10,7 @@ import base64
import enum
import json
import sys
from typing import Any, Sequence
import typing
BIZHAWK_SOCKET_PORT_RANGE_START = 43055
@@ -44,10 +44,10 @@ class SyncError(Exception):
class BizHawkContext:
streams: tuple[asyncio.StreamReader, asyncio.StreamWriter] | None
streams: typing.Optional[typing.Tuple[asyncio.StreamReader, asyncio.StreamWriter]]
connection_status: ConnectionStatus
_lock: asyncio.Lock
_port: int | None
_port: typing.Optional[int]
def __init__(self) -> None:
self.streams = None
@@ -122,12 +122,12 @@ async def get_script_version(ctx: BizHawkContext) -> int:
return int(await ctx._send_message("VERSION"))
async def send_requests(ctx: BizHawkContext, req_list: list[dict[str, Any]]) -> list[dict[str, Any]]:
async def send_requests(ctx: BizHawkContext, req_list: typing.List[typing.Dict[str, typing.Any]]) -> typing.List[typing.Dict[str, typing.Any]]:
"""Sends a list of requests to the BizHawk connector and returns their responses.
It's likely you want to use the wrapper functions instead of this."""
responses = json.loads(await ctx._send_message(json.dumps(req_list)))
errors: list[ConnectorError] = []
errors: typing.List[ConnectorError] = []
for response in responses:
if response["type"] == "ERROR":
@@ -151,7 +151,7 @@ async def ping(ctx: BizHawkContext) -> None:
async def get_hash(ctx: BizHawkContext) -> str:
"""Gets the hash value of the currently loaded ROM"""
"""Gets the system name for the currently loaded ROM"""
res = (await send_requests(ctx, [{"type": "HASH"}]))[0]
if res["type"] != "HASH_RESPONSE":
@@ -160,16 +160,6 @@ async def get_hash(ctx: BizHawkContext) -> str:
return res["value"]
async def get_memory_size(ctx: BizHawkContext, domain: str) -> int:
"""Gets the size in bytes of the specified memory domain"""
res = (await send_requests(ctx, [{"type": "MEMORY_SIZE", "domain": domain}]))[0]
if res["type"] != "MEMORY_SIZE_RESPONSE":
raise SyncError(f"Expected response of type MEMORY_SIZE_RESPONSE but got {res['type']}")
return res["value"]
async def get_system(ctx: BizHawkContext) -> str:
"""Gets the system name for the currently loaded ROM"""
res = (await send_requests(ctx, [{"type": "SYSTEM"}]))[0]
@@ -180,7 +170,7 @@ async def get_system(ctx: BizHawkContext) -> str:
return res["value"]
async def get_cores(ctx: BizHawkContext) -> dict[str, str]:
async def get_cores(ctx: BizHawkContext) -> typing.Dict[str, str]:
"""Gets the preferred cores for systems with multiple cores. Only systems with multiple available cores have
entries."""
res = (await send_requests(ctx, [{"type": "PREFERRED_CORES"}]))[0]
@@ -233,8 +223,8 @@ async def set_message_interval(ctx: BizHawkContext, value: float) -> None:
raise SyncError(f"Expected response of type SET_MESSAGE_INTERVAL_RESPONSE but got {res['type']}")
async def guarded_read(ctx: BizHawkContext, read_list: Sequence[tuple[int, int, str]],
guard_list: Sequence[tuple[int, Sequence[int], str]]) -> list[bytes] | None:
async def guarded_read(ctx: BizHawkContext, read_list: typing.Sequence[typing.Tuple[int, int, str]],
guard_list: typing.Sequence[typing.Tuple[int, typing.Sequence[int], str]]) -> typing.Optional[typing.List[bytes]]:
"""Reads an array of bytes at 1 or more addresses if and only if every byte in guard_list matches its expected
value.
@@ -262,7 +252,7 @@ async def guarded_read(ctx: BizHawkContext, read_list: Sequence[tuple[int, int,
"domain": domain
} for address, size, domain in read_list])
ret: list[bytes] = []
ret: typing.List[bytes] = []
for item in res:
if item["type"] == "GUARD_RESPONSE":
if not item["value"]:
@@ -276,7 +266,7 @@ async def guarded_read(ctx: BizHawkContext, read_list: Sequence[tuple[int, int,
return ret
async def read(ctx: BizHawkContext, read_list: Sequence[tuple[int, int, str]]) -> list[bytes]:
async def read(ctx: BizHawkContext, read_list: typing.Sequence[typing.Tuple[int, int, str]]) -> typing.List[bytes]:
"""Reads data at 1 or more addresses.
Items in `read_list` should be organized `(address, size, domain)` where
@@ -288,8 +278,8 @@ async def read(ctx: BizHawkContext, read_list: Sequence[tuple[int, int, str]]) -
return await guarded_read(ctx, read_list, [])
async def guarded_write(ctx: BizHawkContext, write_list: Sequence[tuple[int, Sequence[int], str]],
guard_list: Sequence[tuple[int, Sequence[int], str]]) -> bool:
async def guarded_write(ctx: BizHawkContext, write_list: typing.Sequence[typing.Tuple[int, typing.Sequence[int], str]],
guard_list: typing.Sequence[typing.Tuple[int, typing.Sequence[int], str]]) -> bool:
"""Writes data to 1 or more addresses if and only if every byte in guard_list matches its expected value.
Items in `write_list` should be organized `(address, value, domain)` where
@@ -326,7 +316,7 @@ async def guarded_write(ctx: BizHawkContext, write_list: Sequence[tuple[int, Seq
return True
async def write(ctx: BizHawkContext, write_list: Sequence[tuple[int, Sequence[int], str]]) -> None:
async def write(ctx: BizHawkContext, write_list: typing.Sequence[typing.Tuple[int, typing.Sequence[int], str]]) -> None:
"""Writes data to 1 or more addresses.
Items in write_list should be organized `(address, value, domain)` where

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@@ -5,9 +5,9 @@ A module containing the BizHawkClient base class and metaclass
from __future__ import annotations
import abc
from typing import TYPE_CHECKING, Any, ClassVar
from typing import TYPE_CHECKING, Any, ClassVar, Dict, Optional, Tuple, Union
from worlds.LauncherComponents import Component, SuffixIdentifier, Type, components, launch as launch_component
from worlds.LauncherComponents import Component, SuffixIdentifier, Type, components, launch_subprocess
if TYPE_CHECKING:
from .context import BizHawkClientContext
@@ -15,7 +15,7 @@ if TYPE_CHECKING:
def launch_client(*args) -> None:
from .context import launch
launch_component(launch, name="BizHawkClient", args=args)
launch_subprocess(launch, name="BizHawkClient", args=args)
component = Component("BizHawk Client", "BizHawkClient", component_type=Type.CLIENT, func=launch_client,
@@ -24,9 +24,9 @@ components.append(component)
class AutoBizHawkClientRegister(abc.ABCMeta):
game_handlers: ClassVar[dict[tuple[str, ...], dict[str, BizHawkClient]]] = {}
game_handlers: ClassVar[Dict[Tuple[str, ...], Dict[str, BizHawkClient]]] = {}
def __new__(cls, name: str, bases: tuple[type, ...], namespace: dict[str, Any]) -> AutoBizHawkClientRegister:
def __new__(cls, name: str, bases: Tuple[type, ...], namespace: Dict[str, Any]) -> AutoBizHawkClientRegister:
new_class = super().__new__(cls, name, bases, namespace)
# Register handler
@@ -54,7 +54,7 @@ class AutoBizHawkClientRegister(abc.ABCMeta):
return new_class
@staticmethod
async def get_handler(ctx: "BizHawkClientContext", system: str) -> BizHawkClient | None:
async def get_handler(ctx: "BizHawkClientContext", system: str) -> Optional[BizHawkClient]:
for systems, handlers in AutoBizHawkClientRegister.game_handlers.items():
if system in systems:
for handler in handlers.values():
@@ -65,13 +65,13 @@ class AutoBizHawkClientRegister(abc.ABCMeta):
class BizHawkClient(abc.ABC, metaclass=AutoBizHawkClientRegister):
system: ClassVar[str | tuple[str, ...]]
system: ClassVar[Union[str, Tuple[str, ...]]]
"""The system(s) that the game this client is for runs on"""
game: ClassVar[str]
"""The game this client is for"""
patch_suffix: ClassVar[str | tuple[str, ...] | None]
patch_suffix: ClassVar[Optional[Union[str, Tuple[str, ...]]]]
"""The file extension(s) this client is meant to open and patch (e.g. ".apz3")"""
@abc.abstractmethod

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@@ -6,7 +6,7 @@ checking or launching the client, otherwise it will probably cause circular impo
import asyncio
import enum
import subprocess
from typing import Any
from typing import Any, Dict, Optional
from CommonClient import CommonContext, ClientCommandProcessor, get_base_parser, server_loop, logger, gui_enabled
import Patch
@@ -41,18 +41,17 @@ class BizHawkClientCommandProcessor(ClientCommandProcessor):
class BizHawkClientContext(CommonContext):
command_processor = BizHawkClientCommandProcessor
server_seed_name: str | None = None
auth_status: AuthStatus
password_requested: bool
client_handler: BizHawkClient | None
slot_data: dict[str, Any] | None = None
rom_hash: str | None = None
client_handler: Optional[BizHawkClient]
slot_data: Optional[Dict[str, Any]] = None
rom_hash: Optional[str] = None
bizhawk_ctx: BizHawkContext
watcher_timeout: float
"""The maximum amount of time the game watcher loop will wait for an update from the server before executing"""
def __init__(self, server_address: str | None, password: str | None):
def __init__(self, server_address: Optional[str], password: Optional[str]):
super().__init__(server_address, password)
self.auth_status = AuthStatus.NOT_AUTHENTICATED
self.password_requested = False
@@ -69,8 +68,6 @@ class BizHawkClientContext(CommonContext):
if cmd == "Connected":
self.slot_data = args.get("slot_data", None)
self.auth_status = AuthStatus.AUTHENTICATED
elif cmd == "RoomInfo":
self.server_seed_name = args.get("seed_name", None)
if self.client_handler is not None:
self.client_handler.on_package(self, cmd, args)
@@ -103,7 +100,6 @@ class BizHawkClientContext(CommonContext):
async def disconnect(self, allow_autoreconnect: bool=False):
self.auth_status = AuthStatus.NOT_AUTHENTICATED
self.server_seed_name = None
await super().disconnect(allow_autoreconnect)
@@ -235,28 +231,20 @@ async def _run_game(rom: str):
)
def _patch_and_run_game(patch_file: str):
async def _patch_and_run_game(patch_file: str):
try:
metadata, output_file = Patch.create_rom_file(patch_file)
Utils.async_start(_run_game(output_file))
return metadata
except Exception as exc:
logger.exception(exc)
Utils.messagebox("Error Patching Game", str(exc), True)
return {}
def launch(*launch_args: str) -> None:
def launch(*launch_args) -> None:
async def main():
parser = get_base_parser()
parser.add_argument("patch_file", default="", type=str, nargs="?", help="Path to an Archipelago patch file")
args = parser.parse_args(launch_args)
if args.patch_file != "":
metadata = _patch_and_run_game(args.patch_file)
if "server" in metadata:
args.connect = metadata["server"]
ctx = BizHawkClientContext(args.connect, args.password)
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
@@ -264,6 +252,9 @@ def launch(*launch_args: str) -> None:
ctx.run_gui()
ctx.run_cli()
if args.patch_file != "":
Utils.async_start(_patch_and_run_game(args.patch_file))
watcher_task = asyncio.create_task(_game_watcher(ctx), name="GameWatcher")
try:

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@@ -1,8 +1,9 @@
from __future__ import annotations
from dataclasses import dataclass
from typing import Dict
from Options import Choice, DefaultOnToggle, DeathLink, Range, Toggle, PerGameCommonOptions
from dataclasses import dataclass
from Options import Choice, Option, DefaultOnToggle, DeathLink, Range, Toggle, PerGameCommonOptions
class FreeincarnateMax(Range):

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@@ -1,6 +1,6 @@
from BaseClasses import MultiWorld, Region, Entrance, LocationProgressType
from Options import PerGameCommonOptions
from .Locations import location_table, AdventureLocation, dragon_room_to_region
from .Locations import location_table, LocationData, AdventureLocation, dragon_room_to_region
def connect(world: MultiWorld, player: int, source: str, target: str, rule: callable = lambda state: True,

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@@ -2,14 +2,14 @@ import hashlib
import json
import os
import zipfile
from typing import Any
import bsdiff4
from typing import Optional, Any
import Utils
from .Locations import AdventureLocation, LocationData
from settings import get_settings
from worlds.Files import APPatch, AutoPatchRegister
from .Locations import LocationData
import bsdiff4
ADVENTUREHASH: str = "157bddb7192754a45372be196797f284"

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@@ -1,24 +1,35 @@
import base64
import copy
import itertools
import math
import os
import typing
from typing import ClassVar, Dict, Optional, Tuple
import settings
from BaseClasses import Item, ItemClassification, MultiWorld, Tutorial, LocationProgressType
import typing
from enum import IntFlag
from typing import Any, ClassVar, Dict, List, Optional, Set, Tuple
from BaseClasses import Entrance, Item, ItemClassification, MultiWorld, Region, Tutorial, \
LocationProgressType
from Utils import __version__
from Options import AssembleOptions
from worlds.AutoWorld import WebWorld, World
from worlds.LauncherComponents import Component, components, SuffixIdentifier
from Fill import fill_restrictive
from worlds.generic.Rules import add_rule, set_rule
from .Options import DragonRandoType, DifficultySwitchA, DifficultySwitchB, \
AdventureOptions
from .Rom import get_base_rom_bytes, get_base_rom_path, AdventureDeltaPatch, apply_basepatch, \
AdventureAutoCollectLocation
from .Items import item_table, ItemData, nothing_item_id, event_table, AdventureItem, standard_item_max
from .Locations import location_table, base_location_id, LocationData, get_random_room_in_regions
from .Offsets import static_item_data_location, items_ram_start, static_item_element_size, item_position_table, \
static_first_dragon_index, connector_port_offset, yorgle_speed_data_location, grundle_speed_data_location, \
rhindle_speed_data_location, item_ram_addresses, start_castle_values, start_castle_offset
from .Options import DragonRandoType, DifficultySwitchA, DifficultySwitchB, AdventureOptions
from .Regions import create_regions
from .Rom import get_base_rom_bytes, get_base_rom_path, AdventureDeltaPatch, apply_basepatch, AdventureAutoCollectLocation
from .Rules import set_rules
from worlds.LauncherComponents import Component, components, SuffixIdentifier
# Adventure
components.append(Component('Adventure Client', 'AdventureClient', file_identifier=SuffixIdentifier('.apadvn')))

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@@ -141,12 +141,9 @@ def set_dw_rules(world: "HatInTimeWorld"):
add_dw_rules(world, all_clear)
add_rule(main_stamp, main_objective.access_rule)
add_rule(all_clear, main_objective.access_rule)
# Only set bonus stamp rules to require All Clear if we don't auto complete bonuses
# Only set bonus stamp rules if we don't auto complete bonuses
if not world.options.DWAutoCompleteBonuses and not world.is_bonus_excluded(all_clear.name):
add_rule(bonus_stamps, all_clear.access_rule)
else:
# As soon as the Main Objective is completed, the bonuses auto-complete.
add_rule(bonus_stamps, main_objective.access_rule)
if world.options.DWShuffle:
for i in range(len(world.dw_shuffle)-1):
@@ -346,7 +343,6 @@ def create_enemy_events(world: "HatInTimeWorld"):
def set_enemy_rules(world: "HatInTimeWorld"):
no_tourist = "Camera Tourist" in world.excluded_dws or "Camera Tourist" in world.excluded_bonuses
difficulty = get_difficulty(world)
for enemy, regions in hit_list.items():
if no_tourist and enemy in bosses:
@@ -376,14 +372,6 @@ def set_enemy_rules(world: "HatInTimeWorld"):
or state.has("Zipline Unlock - The Lava Cake Path", world.player)
or state.has("Zipline Unlock - The Windmill Path", world.player))
elif enemy == "Toilet":
if area == "Toilet of Doom":
# The boss firewall is in the way and can only be skipped on Expert logic using a cherry hover.
add_rule(event, lambda state: has_paintings(state, world, 1, allow_skip=difficulty == Difficulty.EXPERT))
if difficulty < Difficulty.HARD:
# Hard logic and above can cross the boss arena gap with a cherry bridge.
add_rule(event, lambda state: can_use_hookshot(state, world))
elif enemy == "Director":
if area == "Dead Bird Studio Basement":
add_rule(event, lambda state: can_use_hookshot(state, world))
@@ -442,7 +430,7 @@ hit_list = {
# Bosses
"Mafia Boss": ["Down with the Mafia!", "Encore! Encore!", "Boss Rush"],
"Director": ["Dead Bird Studio Basement", "Killing Two Birds", "Boss Rush"],
"Conductor": ["Dead Bird Studio Basement", "Killing Two Birds", "Boss Rush"],
"Toilet": ["Toilet of Doom", "Boss Rush"],
"Snatcher": ["Your Contract has Expired", "Breaching the Contract", "Boss Rush",
@@ -466,7 +454,7 @@ triple_enemy_locations = [
bosses = [
"Mafia Boss",
"Director",
"Conductor",
"Toilet",
"Snatcher",
"Toxic Flower",

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@@ -264,6 +264,7 @@ ahit_locations = {
required_hats=[HatType.DWELLER], paintings=3),
"Subcon Forest - Tall Tree Hookshot Swing": LocData(2000324766, "Subcon Forest Area",
required_hats=[HatType.DWELLER],
hookshot=True,
paintings=3),
@@ -322,7 +323,7 @@ ahit_locations = {
"Alpine Skyline - The Twilight Path": LocData(2000334434, "Alpine Skyline Area", required_hats=[HatType.DWELLER]),
"Alpine Skyline - The Twilight Bell: Wide Purple Platform": LocData(2000336478, "The Twilight Bell"),
"Alpine Skyline - The Twilight Bell: Ice Platform": LocData(2000335826, "The Twilight Bell"),
"Alpine Skyline - Goat Outpost Horn": LocData(2000334760, "Alpine Skyline Area (TIHS)", hookshot=True),
"Alpine Skyline - Goat Outpost Horn": LocData(2000334760, "Alpine Skyline Area"),
"Alpine Skyline - Windy Passage": LocData(2000334776, "Alpine Skyline Area (TIHS)", hookshot=True),
"Alpine Skyline - The Windmill: Inside Pon Cluster": LocData(2000336395, "The Windmill"),
"Alpine Skyline - The Windmill: Entrance": LocData(2000335783, "The Windmill"),
@@ -406,7 +407,7 @@ act_completions = {
hit_type=HitType.umbrella_or_brewing, hookshot=True, paintings=1),
"Act Completion (Queen Vanessa's Manor)": LocData(2000312017, "Queen Vanessa's Manor",
hit_type=HitType.dweller_bell, paintings=1),
hit_type=HitType.umbrella, paintings=1),
"Act Completion (Mail Delivery Service)": LocData(2000312032, "Mail Delivery Service",
required_hats=[HatType.SPRINT]),
@@ -877,7 +878,7 @@ snatcher_coins = {
dlc_flags=HatDLC.death_wish),
"Snatcher Coin - Top of HQ (DW: BTH)": LocData(0, "Beat the Heat", snatcher_coin="Snatcher Coin - Top of HQ",
hit_type=HitType.umbrella, dlc_flags=HatDLC.death_wish),
dlc_flags=HatDLC.death_wish),
"Snatcher Coin - Top of Tower": LocData(0, "Mafia Town Area (HUMT)", snatcher_coin="Snatcher Coin - Top of Tower",
dlc_flags=HatDLC.death_wish),

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@@ -338,7 +338,7 @@ class MinExtraYarn(Range):
There must be at least this much more yarn over the total number of yarn needed to craft all hats.
For example, if this option's value is 10, and the total yarn needed to craft all hats is 40,
there must be at least 50 yarn in the pool."""
display_name = "Min Extra Yarn"
display_name = "Max Extra Yarn"
range_start = 5
range_end = 15
default = 10

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@@ -414,7 +414,7 @@ def set_moderate_rules(world: "HatInTimeWorld"):
# Moderate: Mystifying Time Mesa time trial without hats
set_rule(world.multiworld.get_location("Alpine Skyline - Mystifying Time Mesa: Zipline", world.player),
lambda state: True)
lambda state: can_use_hookshot(state, world))
# Moderate: Goat Refinery from TIHS with Sprint only
add_rule(world.multiworld.get_location("Alpine Skyline - Goat Refinery", world.player),
@@ -493,6 +493,9 @@ def set_hard_rules(world: "HatInTimeWorld"):
lambda state: has_paintings(state, world, 3, True))
# SDJ
add_rule(world.multiworld.get_location("Subcon Forest - Long Tree Climb Chest", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT) and has_paintings(state, world, 2), "or")
add_rule(world.multiworld.get_location("Act Completion (Time Rift - Curly Tail Trail)", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT), "or")
@@ -530,10 +533,7 @@ def set_expert_rules(world: "HatInTimeWorld"):
# Expert: Mafia Town - Above Boats, Top of Lighthouse, and Hot Air Balloon with nothing
set_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Mafia Town - Top of Lighthouse", world.player), lambda state: True)
# There are not enough buckets/beach balls to bucket/ball hover in Heating Up Mafia Town, so any other Mafia Town
# act is required.
add_rule(world.multiworld.get_location("Mafia Town - Hot Air Balloon", world.player),
lambda state: state.can_reach_region("Mafia Town Area", world.player), "or")
set_rule(world.multiworld.get_location("Mafia Town - Hot Air Balloon", world.player), lambda state: True)
# Expert: Clear Dead Bird Studio with nothing
for loc in world.multiworld.get_region("Dead Bird Studio - Post Elevator Area", world.player).locations:
@@ -590,7 +590,7 @@ def set_expert_rules(world: "HatInTimeWorld"):
if world.is_dlc2():
# Expert: clear Rush Hour with nothing
if world.options.NoTicketSkips != NoTicketSkips.option_true:
if not world.options.NoTicketSkips:
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player), lambda state: True)
else:
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
@@ -739,7 +739,7 @@ def set_dlc1_rules(world: "HatInTimeWorld"):
# This particular item isn't present in Act 3 for some reason, yes in vanilla too
add_rule(world.multiworld.get_location("The Arctic Cruise - Toilet", world.player),
lambda state: (state.can_reach("Bon Voyage!", "Region", world.player) and can_use_hookshot(state, world))
lambda state: state.can_reach("Bon Voyage!", "Region", world.player)
or state.can_reach("Ship Shape", "Region", world.player))

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@@ -12,13 +12,13 @@ from .DeathWishRules import set_dw_rules, create_enemy_events, hit_list, bosses
from worlds.AutoWorld import World, WebWorld, CollectionState
from worlds.generic.Rules import add_rule
from typing import List, Dict, TextIO
from worlds.LauncherComponents import Component, components, icon_paths, launch as launch_component, Type
from worlds.LauncherComponents import Component, components, icon_paths, launch_subprocess, Type
from Utils import local_path
def launch_client():
from .Client import launch
launch_component(launch, name="AHITClient")
launch_subprocess(launch, name="AHITClient")
components.append(Component("A Hat in Time Client", "AHITClient", func=launch_client,

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@@ -21,7 +21,7 @@
3. Click the **Betas** tab. In the **Beta Participation** dropdown, select `tcplink`.
While it downloads, you can subscribe to the [Archipelago workshop mod](https://steamcommunity.com/sharedfiles/filedetails/?id=3026842601).
While it downloads, you can subscribe to the [Archipelago workshop mod.]((https://steamcommunity.com/sharedfiles/filedetails/?id=3026842601))
4. Once the game finishes downloading, start it up.
@@ -62,4 +62,4 @@ The level that the relic set unlocked will stay unlocked.
### When I start a new save file, the intro cinematic doesn't get skipped, Hat Kid's body is missing and the mod doesn't work!
There is a bug on older versions of A Hat in Time that causes save file creation to fail to work properly
if you have too many save files. Delete them and it should fix the problem.
if you have too many save files. Delete them and it should fix the problem.

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@@ -119,9 +119,7 @@ def KholdstareDefeatRule(state, player: int) -> bool:
def VitreousDefeatRule(state, player: int) -> bool:
return ((can_shoot_arrows(state, player) and can_use_bombs(state, player, 10))
or can_shoot_arrows(state, player, 35) or state.has("Silver Bow", player)
or has_melee_weapon(state, player))
return can_shoot_arrows(state, player) or has_melee_weapon(state, player)
def TrinexxDefeatRule(state, player: int) -> bool:

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@@ -464,7 +464,7 @@ async def track_locations(ctx, roomid, roomdata) -> bool:
snes_logger.info(f"Discarding recent {len(new_locations)} checks as ROM Status has changed.")
return False
else:
await ctx.check_locations(new_locations)
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": new_locations}])
await snes_flush_writes(ctx)
return True

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@@ -484,7 +484,8 @@ def generate_itempool(world):
if multiworld.randomize_cost_types[player]:
# Heart and Arrow costs require all Heart Container/Pieces and Arrow Upgrades to be advancement items for logic
for item in items:
if item.name in ("Boss Heart Container", "Sanctuary Heart Container", "Piece of Heart"):
if (item.name in ("Boss Heart Container", "Sanctuary Heart Container", "Piece of Heart")
or "Arrow Upgrade" in item.name):
item.classification = ItemClassification.progression
else:
# Otherwise, logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
@@ -712,7 +713,7 @@ def get_pool_core(world, player: int):
pool.remove("Rupees (20)")
if retro_bow:
replace = {'Single Arrow', 'Arrows (10)', 'Arrow Upgrade (+5)', 'Arrow Upgrade (+10)', 'Arrow Upgrade (70)'}
replace = {'Single Arrow', 'Arrows (10)', 'Arrow Upgrade (+5)', 'Arrow Upgrade (+10)', 'Arrow Upgrade (50)'}
pool = ['Rupees (5)' if item in replace else item for item in pool]
if world.small_key_shuffle[player] == small_key_shuffle.option_universal:
pool.extend(diff.universal_keys)

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@@ -7,7 +7,7 @@ from worlds.AutoWorld import World
def GetBeemizerItem(world, player: int, item):
item_name = item if isinstance(item, str) else item.name
if item_name not in trap_replaceable or player in world.groups:
if item_name not in trap_replaceable:
return item
# first roll - replaceable item should be replaced, within beemizer_total_chance
@@ -110,9 +110,9 @@ item_table = {'Bow': ItemData(IC.progression, None, 0x0B, 'You have\nchosen the\
'Crystal 7': ItemData(IC.progression, 'Crystal', (0x08, 0x34, 0x64, 0x40, 0x7C, 0x06), None, None, None, None, None, None, "a blue crystal"),
'Single Arrow': ItemData(IC.filler, None, 0x43, 'a lonely arrow\nsits here.', 'and the arrow', 'stick-collecting kid', 'sewing needle for sale', 'fungus for arrow', 'archer boy sews again', 'an arrow'),
'Arrows (10)': ItemData(IC.filler, None, 0x44, 'This will give\nyou ten shots\nwith your bow!', 'and the arrow pack','stick-collecting kid', 'sewing kit for sale', 'fungus for arrows', 'archer boy sews again','ten arrows'),
'Arrow Upgrade (+10)': ItemData(IC.progression_skip_balancing, None, 0x54, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (+5)': ItemData(IC.progression_skip_balancing, None, 0x53, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (70)': ItemData(IC.progression_skip_balancing, None, 0x4D, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (+10)': ItemData(IC.useful, None, 0x54, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (+5)': ItemData(IC.useful, None, 0x53, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (70)': ItemData(IC.useful, None, 0x4D, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Single Bomb': ItemData(IC.filler, None, 0x27, 'I make things\ngo BOOM! But\njust once.', 'and the explosion', 'the bomb-holding kid', 'firecracker for sale', 'blend fungus into bomb', '\'splosion boy explodes again', 'a bomb'),
'Bombs (3)': ItemData(IC.filler, None, 0x28, 'I make things\ngo triple\nBOOM!!!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'three bombs'),
'Bombs (10)': ItemData(IC.filler, None, 0x31, 'I make things\ngo BOOM! Ten\ntimes!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'ten bombs'),

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@@ -1547,9 +1547,9 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x18003B, 0x01 if world.map_shuffle[player] else 0x00) # maps showing crystals on overworld
# compasses showing dungeon count
if local_world.clock_mode or world.dungeon_counters[player] == 'off':
if local_world.clock_mode or not world.dungeon_counters[player]:
rom.write_byte(0x18003C, 0x00) # Currently must be off if timer is on, because they use same HUD location
elif world.dungeon_counters[player] == 'on':
elif world.dungeon_counters[player] is True:
rom.write_byte(0x18003C, 0x02) # always on
elif world.compass_shuffle[player] or world.dungeon_counters[player] == 'pickup':
rom.write_byte(0x18003C, 0x01) # show on pickup

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@@ -1125,7 +1125,7 @@ def set_trock_key_rules(world, player):
for entrance in ['Turtle Rock Dark Room Staircase', 'Turtle Rock (Chain Chomp Room) (North)', 'Turtle Rock (Chain Chomp Room) (South)', 'Turtle Rock Entrance to Pokey Room', 'Turtle Rock (Pokey Room) (South)', 'Turtle Rock (Pokey Room) (North)', 'Turtle Rock Big Key Door']:
set_rule(world.get_entrance(entrance, player), lambda state: False)
all_state = world.get_all_state(use_cache=False, allow_partial_entrances=True)
all_state = world.get_all_state(use_cache=False)
all_state.reachable_regions[player] = set() # wipe reachable regions so that the locked doors actually work
all_state.stale[player] = True

View File

@@ -170,8 +170,7 @@ def push_shop_inventories(multiworld):
# Retro Bow arrows will already have been pushed
if (not multiworld.retro_bow[location.player]) or ((item_name, location.item.player)
!= ("Single Arrow", location.player)):
location.shop.push_inventory(location.shop_slot, item_name,
round(location.shop_price * get_price_modifier(location.item)),
location.shop.push_inventory(location.shop_slot, item_name, location.shop_price,
1, location.item.player if location.item.player != location.player else 0,
location.shop_price_type)
location.shop_price = location.shop.inventory[location.shop_slot]["price"] = min(location.shop_price,

View File

@@ -15,18 +15,18 @@ def can_bomb_clip(state: CollectionState, region: LTTPRegion, player: int) -> bo
def can_buy_unlimited(state: CollectionState, item: str, player: int) -> bool:
return any(shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(state) for
shop in state.multiworld.shops)
shop in state.multiworld.shops)
def can_buy(state: CollectionState, item: str, player: int) -> bool:
return any(shop.region.player == player and shop.has(item) and shop.region.can_reach(state) for
shop in state.multiworld.shops)
shop in state.multiworld.shops)
def can_shoot_arrows(state: CollectionState, player: int, count: int = 0) -> bool:
def can_shoot_arrows(state: CollectionState, player: int) -> bool:
if state.multiworld.retro_bow[player]:
return (state.has('Bow', player) or state.has('Silver Bow', player)) and can_buy(state, 'Single Arrow', player)
return (state.has('Bow', player) or state.has('Silver Bow', player)) and can_hold_arrows(state, player, count)
return state.has('Bow', player) or state.has('Silver Bow', player)
def has_triforce_pieces(state: CollectionState, player: int) -> bool:
@@ -61,13 +61,13 @@ def heart_count(state: CollectionState, player: int) -> int:
# Warning: This only considers items that are marked as advancement items
diff = state.multiworld.worlds[player].difficulty_requirements
return min(state.count('Boss Heart Container', player), diff.boss_heart_container_limit) \
+ state.count('Sanctuary Heart Container', player) \
+ state.count('Sanctuary Heart Container', player) \
+ min(state.count('Piece of Heart', player), diff.heart_piece_limit) // 4 \
+ 3 # starting hearts
+ 3 # starting hearts
def can_extend_magic(state: CollectionState, player: int, smallmagic: int = 16,
fullrefill: bool = False): # This reflects the total magic Link has, not the total extra he has.
fullrefill: bool = False): # This reflects the total magic Link has, not the total extra he has.
basemagic = 8
if state.has('Magic Upgrade (1/4)', player):
basemagic = 32
@@ -84,18 +84,11 @@ def can_extend_magic(state: CollectionState, player: int, smallmagic: int = 16,
def can_hold_arrows(state: CollectionState, player: int, quantity: int):
if state.multiworld.worlds[player].options.shuffle_capacity_upgrades:
if quantity == 0:
return True
if state.has("Arrow Upgrade (70)", player):
arrows = 70
else:
arrows = (30 + (state.count("Arrow Upgrade (+5)", player) * 5)
+ (state.count("Arrow Upgrade (+10)", player) * 10))
# Arrow Upgrade (+5) beyond the 6th gives +10
arrows += max(0, ((state.count("Arrow Upgrade (+5)", player) - 6) * 10))
return min(70, arrows) >= quantity
return quantity <= 30 or state.has("Capacity Upgrade Shop", player)
arrows = 30 + ((state.count("Arrow Upgrade (+5)", player) * 5) + (state.count("Arrow Upgrade (+10)", player) * 10)
+ (state.count("Bomb Upgrade (50)", player) * 50))
# Arrow Upgrade (+5) beyond the 6th gives +10
arrows += max(0, ((state.count("Arrow Upgrade (+5)", player) - 6) * 10))
return min(70, arrows) >= quantity
def can_use_bombs(state: CollectionState, player: int, quantity: int = 1) -> bool:
@@ -153,19 +146,19 @@ def can_get_good_bee(state: CollectionState, player: int) -> bool:
def can_retrieve_tablet(state: CollectionState, player: int) -> bool:
return state.has('Book of Mudora', player) and (has_beam_sword(state, player) or
(state.multiworld.swordless[player] and
state.has("Hammer", player)))
state.has("Hammer", player)))
def has_sword(state: CollectionState, player: int) -> bool:
return state.has('Fighter Sword', player) \
or state.has('Master Sword', player) \
or state.has('Tempered Sword', player) \
or state.has('Golden Sword', player)
or state.has('Master Sword', player) \
or state.has('Tempered Sword', player) \
or state.has('Golden Sword', player)
def has_beam_sword(state: CollectionState, player: int) -> bool:
return state.has('Master Sword', player) or state.has('Tempered Sword', player) or state.has('Golden Sword',
player)
player)
def has_melee_weapon(state: CollectionState, player: int) -> bool:
@@ -178,9 +171,9 @@ def has_fire_source(state: CollectionState, player: int) -> bool:
def can_melt_things(state: CollectionState, player: int) -> bool:
return state.has('Fire Rod', player) or \
(state.has('Bombos', player) and
(state.multiworld.swordless[player] or
has_sword(state, player)))
(state.has('Bombos', player) and
(state.multiworld.swordless[player] or
has_sword(state, player)))
def has_misery_mire_medallion(state: CollectionState, player: int) -> bool:

View File

@@ -1,123 +1,224 @@
# Guía de instalación para A Link to the Past Randomizer Multiworld
<div id="tutorial-video-container">
<iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/mJKEHaiyR_Y" frameborder="0"
allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen>
</iframe>
</div>
## Software requerido
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
- [SNI](https://github.com/alttpo/sni/releases). Esto está incluido automáticamente en la instalación de Archipelago.
- SNI no es compatible con (Q)Usb2Snes.
- Hardware o software capaz de cargar y ejecutar archivos de ROM de SNES, por ejemplo:
- Un emulador capaz de conectarse a SNI
([snes9x-nwa](https://github.com/Skarsnik/snes9x-emunwa/releases), [snes9x-rr](https://github.com/gocha/snes9x-rr/releases),
[BSNES-plus](https://github.com/black-sliver/bsnes-plus),
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- [QUsb2Snes](https://github.com/Skarsnik/QUsb2snes/releases) (Incluido en Multiworld Utilities)
- Hardware o software capaz de cargar y ejecutar archivos de ROM de SNES
- Un emulador capaz de ejecutar scripts Lua
([snes9x rr](https://github.com/gocha/snes9x-rr/releases),
[BizHawk](https://tasvideos.org/BizHawk), o
[RetroArch](https://retroarch.com?page=platforms) 1.10.1 o más nuevo).
- Un SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), u otro hardware compatible. **nota:
Las SNES minis modificadas no tienen soporte de SNI. Algunos usuarios dicen haber tenido éxito con Qusb2Snes para esta consola,
pero no tiene soporte.**
[RetroArch](https://retroarch.com?page=platforms) 1.10.1 o más nuevo). O,
- Un flashcart SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), o otro hardware compatible
- Tu archivo ROM japones v1.0, probablemente se llame `Zelda no Densetsu - Kamigami no Triforce (Japan).sfc`
## Procedimiento de instalación
1. Descarga e instala [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases/latest).
**El archivo del instalador se encuentra en la sección de assets al final de la información de version**.
2. La primera vez que realices una generación local o parchees tu juego, se te pedirá que ubiques tu archivo ROM base.
Este es tu archivo ROM de Link to the Past japonés. Esto sólo debe hacerse una vez.
4. Si estás usando un emulador, deberías de asignar tu emulador con compatibilidad con Lua como el programa por defecto para abrir archivos
ROM.
1. Extrae la carpeta de tu emulador al Escritorio, o algún otro sitio que vayas a recordar.
2. Haz click derecho en un archivo ROM y selecciona **Abrir con...**
3. Marca la casilla junto a **Usar siempre este programa para abrir archivos .sfc**
4. Baja al final de la lista y haz click en el texto gris **Buscar otro programa en este PC**
5. Busca el archivo `.exe` de tu emulador y haz click en **Abrir**. Este archivo debería de encontrarse dentro de la carpeta que
extrajiste en el paso uno.
### Instalación en Windows
1. Descarga e instala MultiWorld Utilities desde el enlace anterior, asegurando que instalamos la versión más reciente.
**El archivo esta localizado en la sección "assets" en la parte inferior de la información de versión**. Si tu
intención es jugar la versión normal de multiworld, necesitarás el archivo `Setup.Archipelago.exe`
- Si estas interesado en jugar la variante que aleatoriza las puertas internas de las mazmorras, necesitaras bajar '
Setup.BerserkerMultiWorld.Doors.exe'
- Durante el proceso de instalación, se te pedirá donde esta situado tu archivo ROM japonés v1.0. Si ya habías
instalado este software con anterioridad y simplemente estas actualizando, no se te pedirá la localización del
archivo una segunda vez.
- Puede ser que el programa pida la instalación de Microsoft Visual C++. Si ya lo tienes en tu ordenador (
posiblemente por que un juego de Steam ya lo haya instalado), el instalador no te pedirá su instalación.
2. Si estas usando un emulador, deberías asignar la versión capaz de ejecutar scripts Lua como programa por defecto para
lanzar ficheros de ROM de SNES.
1. Extrae tu emulador al escritorio, o cualquier sitio que después recuerdes.
2. Haz click derecho en un fichero de ROM (ha de tener la extensión sfc) y selecciona **Abrir con...**
3. Marca la opción **Usar siempre esta aplicación para abrir los archivos .sfc**
4. Baja hasta el final de la lista y haz click en la opción **Buscar otra aplicación en el equipo** (Si usas Windows
10 es posible que debas hacer click en **Más aplicaciones**)
5. Busca el archivo .exe de tu emulador y haz click en **Abrir**. Este archivo debe estar en el directorio donde
extrajiste en el paso 1.
### Instalación en Macintosh
- ¡Necesitamos voluntarios para rellenar esta seccion! Contactad con **Farrak Kilhn** (en inglés) en Discord si queréis
ayudar.
## Configurar tu archivo YAML
### Que es un archivo YAML y por qué necesito uno?
Tu archivo YAML contiene un conjunto de opciones de configuración que proveen al generador con información sobre como
debe generar tu juego. Cada jugador en una partida de multiworld proveerá su propio fichero YAML. Esta configuración
permite que cada jugador disfrute de una experiencia personalizada a su gusto, y cada jugador dentro de la misma partida
de multiworld puede tener diferentes opciones.
### Donde puedo obtener un fichero YAML?
La página "[Generate Game](/games/A%20Link%20to%20the%20Past/player-options)" en el sitio web te permite configurar tu
configuración personal y descargar un fichero "YAML".
### Configuración YAML avanzada
Una version mas avanzada del fichero Yaml puede ser creada usando la pagina
["Weighted settings"](/games/A Link to the Past/weighted-options),
la cual te permite tener almacenadas hasta 3 preajustes. La pagina "Weighted Settings" tiene muchas opciones
representadas con controles deslizantes. Esto permite elegir cuan probable los valores de una categoría pueden ser
elegidos sobre otros de la misma.
Por ejemplo, imagina que el generador crea un cubo llamado "map_shuffle", y pone trozos de papel doblado en él por cada
sub-opción. Ademas imaginemos que tu valor elegido para "on" es 20 y el elegido para "off" es 40.
Por tanto, en este ejemplo, habrán 60 trozos de papel. 20 para "on" y 40 para "off". Cuando el generador esta decidiendo
si activar o no "map shuffle" para tu partida, meterá la mano en el cubo y sacara un trozo de papel al azar. En este
ejemplo, es mucho mas probable (2 de cada 3 veces (40/60)) que "map shuffle" esté desactivado.
Si quieres que una opción no pueda ser escogida, simplemente asigna el valor 0 a dicha opción. Recuerda que cada opción
debe tener al menos un valor mayor que cero, si no la generación fallará.
### Verificando tu archivo YAML
Si quieres validar que tu fichero YAML para asegurarte que funciona correctamente, puedes hacerlo en la pagina
[YAML Validator](/check).
## Generar una partida para un jugador
1. Navega a [la pagina Generate game](/games/A%20Link%20to%20the%20Past/player-options), configura tus opciones, haz
click en el boton "Generate game".
2. Se te redigirá a una pagina "Seed Info", donde puedes descargar tu archivo de parche.
3. Haz doble click en tu fichero de parche, y el emulador debería ejecutar tu juego automáticamente. Como el Cliente no
es necesario para partidas de un jugador, puedes cerrarlo junto a la pagina web (que tiene como titulo "Multiworld
WebUI") que se ha abierto automáticamente.
## Unirse a una partida MultiWorld
### Obtener el fichero de parche y crea tu ROM
Cuando te unas a una partida multiworld, se te pedirá enviarle tu archivo de configuración a quien quiera que esté creando. Una vez eso
Cuando te unes a una partida multiworld, debes proveer tu fichero YAML a quien sea el creador de la partida. Una vez
este hecho, el creador te devolverá un enlace para descargar el parche o un fichero zip conteniendo todos los ficheros
de parche de la partida. Tu fichero de parche debe de tener la extensión `.aplttp`.
de parche de la partida Tu fichero de parche debe tener la extensión `.aplttp`.
Pon tu fichero de parche en el escritorio o en algún sitio conveniente, y hazle doble click. Esto debería ejecutar
automáticamente el cliente, y además creará la rom en el mismo directorio donde este el fichero de parche.
Pon tu fichero de parche en el escritorio o en algún sitio conveniente, y haz doble click. Esto debería ejecutar
automáticamente el cliente, y ademas creara la rom en el mismo directorio donde este el fichero de parche.
### Conectar al cliente
#### Con emulador
Cuando el cliente se lance automáticamente, SNI debería de ejecutarse en segundo plano. Si es la
primera vez que se ejecuta, tal vez se te pida permitir que se comunique a través del firewall de Windows
#### snes9x-nwa
1. Haz click en el menu Network y marca 'Enable Emu Network Control
2. Carga tu archivo ROM si no lo habías hecho antes
Cuando el cliente se lance automáticamente, QUsb2Snes debería haberse ejecutado también. Si es la primera vez que lo
ejecutas, puedes ser que el firewall de Windows te pregunte si le permites la comunicación.
##### snes9x-rr
1. Carga tu fichero ROM, si no lo has hecho ya
1. Carga tu fichero de ROM, si no lo has hecho ya
2. Abre el menu "File" y situa el raton en **Lua Scripting**
3. Haz click en **New Lua Script Window...**
4. En la nueva ventana, haz click en **Browse...**
5. Selecciona el archivo lua conector incluido con tu cliente
- Busca en la carpeta de Archipelago `/SNI/lua/`.
6. Si ves un error mientras carga el script que dice `socket.dll missing` o algo similar, ve a la carpeta de
el lua que estas usando en tu gestor de archivos y copia el `socket.dll` a la raíz de tu instalación de snes9x.
##### BNES-Plus
1. Cargue su archivo ROM si aún no se ha cargado.
2. El emulador debería conectarse automáticamente mientras SNI se está ejecutando.
5. Navega hacia el directorio donde este situado snes9x-rr, entra en el directorio `lua`, y
escoge `multibridge.lua`
6. Observa que se ha asignado un nombre al dispositivo, y el cliente muestra "SNES Device: Connected", con el mismo
nombre en la esquina superior izquierda.
##### BizHawk
1. Asegurate que se ha cargado el núcleo BSNES. Se hace en la barra de menú principal, bajo:
- (≤ 2.8) `Config``Cores``SNES``BSNES`
- (≥ 2.9) `Config``Preferred Cores``SNES``BSNESv115+`
1. Asegurate que se ha cargado el nucleo BSNES. Debes hacer esto en el menu Tools y siguiento estas opciones:
`Config --> Cores --> SNES --> BSNES`
Una vez cambiado el nucleo cargado, BizHawk ha de ser reiniciado.
2. Carga tu fichero de ROM, si no lo has hecho ya.
Si has cambiado tu preferencia de núcleo tras haber cargado la ROM, no te olvides de volverlo a cargar (atajo por defecto: Ctrl+R).
3. Arrastra el archivo `Connector.lua` que has descargado a la ventana principal de EmuHawk.
- Busca en la carpeta de Archipelago `/SNI/lua/`.
- También podrías abrir la consola de Lua manualmente, hacer click en `Script``Open Script`, e ir a `Connector.lua`
con el selector de archivos.
3. Haz click en el menu Tools y en la opción **Lua Console**
4. Haz click en el botón para abrir un nuevo script Lua.
5. Navega al directorio de instalación de MultiWorld Utilities, y en los siguiente directorios:
`QUsb2Snes/Qusb2Snes/LuaBridge`
6. Selecciona `luabridge.lua` y haz click en Abrir.
7. Observa que se ha asignado un nombre al dispositivo, y el cliente muestra "SNES Device: Connected", con el mismo
nombre en la esquina superior izquierda.
##### RetroArch 1.10.1 o más nuevo
Sólo hay que seguir estos pasos una vez.
Sólo hay que segiur estos pasos una vez.
1. Comienza en la pantalla del menú principal de RetroArch.
2. Ve a Ajustes --> Interfaz de usario. Configura "Mostrar ajustes avanzados" en ON.
3. Ve a Ajustes --> Red. Pon "Comandos de red" en ON. (Se encuentra bajo Request Device 16.) Deja en 55355 el valor por defecto,
el Puerto de comandos de red.
3. Ve a Ajustes --> Red. Configura "Comandos de red" en ON. (Se encuentra bajo Request Device 16.) Deja en 55355 (el
default) el Puerto de comandos de red.
![Captura de pantalla del ajuste Comandos de red](/static/generated/docs/A%20Link%20to%20the%20Past/retroarch-network-commands-en.png)
4. Ve a Menú principal --> Actualizador en línea --> Descargador de núcleos. Desplázate y selecciona "Nintendo - SNES /
SFC (bsnes-mercury Performance)".
Cuando cargas un ROM, asegúrate de seleccionar un núcleo **bsnes-mercury**. Estos son los únicos núcleos que permiten
Cuando cargas un ROM, asegúrate de seleccionar un núcleo **bsnes-mercury**. Estos son los sólos núcleos que permiten
que herramientas externas lean datos del ROM.
#### Con Hardware
Esta guía asume que ya has descargado el firmware correcto para tu dispositivo. Si no lo has hecho ya, por favor hazlo ahora. Los
Esta guía asume que ya has descargado el firmware correcto para tu dispositivo. Si no lo has hecho ya, hazlo ahora. Los
usuarios de SD2SNES y FXPak Pro pueden descargar el firmware apropiado
[aqui](https://github.com/RedGuyyyy/sd2snes/releases). Puede que los usuarios de otros dispositivos encuentren informacion útil
[aqui](https://github.com/RedGuyyyy/sd2snes/releases). Los usuarios de otros dispositivos pueden encontrar información
[en esta página](http://usb2snes.com/#supported-platforms).
1. Cierra tu emulador, el cual debe haberse autoejecutado.
2. Enciende tu dispositivo y carga la ROM.
2. Cierra QUsb2Snes, el cual fue ejecutado junto al cliente.
3. Ejecuta la version correcta de QUsb2Snes (v0.7.16).
4. Enciende tu dispositivo y carga la ROM.
5. Observa en el cliente que ahora muestra "SNES Device: Connected", y aparece el nombre del dispositivo.
### Conecta al Servidor Archipelago
### Conecta al MultiServer
El fichero de parche que ha lanzado el cliente debería de haberte conectado automaticamente al MultiServer. Sin embargo hay algunas
razones por las que puede que esto no suceda, como que la partida este hospedada en la página web pero generada en otra parte. Si la
ventana del cliente muestra "Server Status: Not Connected", simplemente preguntale al creador de la partida la dirección
del servidor, cópiala en el campo "Server" y presiona Enter.
El fichero de parche que ha lanzado el cliente debe haberte conectado automaticamente al MultiServer. Hay algunas
razonas por las que esto puede que no pase, incluyendo que el juego este hospedado en el sitio web pero se genero en
algún otro sitio. Si el cliente muestra "Server Status: Not Connected", preguntale al creador de la partida la dirección
del servidor, copiala en el campo "Server" y presiona Enter.
El cliente intentará conectarse a esta nueva dirección, y debería mostrar "Server Status: Connected" momentáneamente.
El cliente intentara conectarse a esta nueva dirección, y debería mostrar "Server Status: Connected" en algún momento.
Si el cliente no se conecta al cabo de un rato, puede ser que necesites refrescar la pagina web.
### Jugar al juego
### Jugando
Cuando el cliente muestre tanto el dispositivo SNES como el servidor como conectados, estas listo para empezar a jugar. Felicidades por
haberte unido a una partida multiworld con exito! Puedes ejecutar varios comandos en tu cliente. Para mas informacion
acerca de estos comando puedes usar `/help` para comandos locales del cliente y `!help` para comandos de servidor.
Cuando ambos SNES Device and Server aparezcan como "connected", estas listo para empezar a jugar. Felicidades por unirte
satisfactoriamente a una partida de multiworld!
## Hospedando una partida de multiworld
La manera recomendad para hospedar una partida es usar el servicio proveído en
[el sitio web](/generate). El proceso es relativamente sencillo:
1. Recolecta los ficheros YAML de todos los jugadores que participen.
2. Crea un fichero ZIP conteniendo esos ficheros.
3. Carga el fichero zip en el sitio web enlazado anteriormente.
4. Espera a que la seed sea generada.
5. Cuando esto acabe, se te redigirá a una pagina titulada "Seed Info".
6. Haz click en "Create New Room". Esto te llevara a la pagina del servidor. Pasa el enlace a esta pagina a los
jugadores para que puedan descargar los ficheros de parche de ahi.
**Nota:** Los ficheros de parche de esta pagina permiten a los jugadores conectarse al servidor automaticamente,
mientras que los de la pagina "Seed info" no.
7. Hay un enlace a un MultiWorld Tracker en la parte superior de la pagina de la sala. Deberías pasar también este
enlace a los jugadores para que puedan ver el progreso de la partida. A los observadores también se les puede pasar
este enlace.
8. Una vez todos los jugadores se han unido, podeis empezar a jugar.
## Auto-Tracking
Si deseas usar auto-tracking para tu partida, varios programas ofrecen esta funcionalidad.
El programa recomentdado actualmente es:
[OpenTracker](https://github.com/trippsc2/OpenTracker/releases).
### Instalación
1. Descarga el fichero de instalacion apropiado para tu ordenador (Usuarios de windows quieren el fichero ".msi").
2. Durante el proceso de insatalación, puede que se te pida instalar Microsoft Visual Studio Build Tools. Un enlace este
programa se muestra durante la proceso, y debe ser ejecutado manualmente.
### Activar auto-tracking
1. Con OpenTracker ejecutado, haz click en el menu Tracking en la parte superior de la ventana, y elige **
AutoTracker...**
2. Click the **Get Devices** button
3. Selecciona tu "SNES device" de la lista
4. Si quieres que las llaves y los objetos de mazmorra tambien sean marcados, activa la caja con nombre **Race Illegal
Tracking**
5. Haz click en el boton **Start Autotracking**
6. Cierra la ventana AutoTracker, ya que deja de ser necesaria

View File

@@ -77,5 +77,5 @@ class TestMiseryMire(TestDungeon):
["Misery Mire - Boss", False, [], ['Bomb Upgrade (+5)', 'Bomb Upgrade (+10)', 'Bomb Upgrade (50)']],
["Misery Mire - Boss", True, ['Bomb Upgrade (+5)', 'Big Key (Misery Mire)', 'Lamp', 'Cane of Somaria', 'Progressive Sword', 'Pegasus Boots']],
["Misery Mire - Boss", True, ['Bomb Upgrade (+5)', 'Big Key (Misery Mire)', 'Lamp', 'Cane of Somaria', 'Hammer', 'Pegasus Boots']],
["Misery Mire - Boss", True, ['Bomb Upgrade (+5)', 'Big Key (Misery Mire)', 'Lamp', 'Cane of Somaria', 'Progressive Bow', 'Arrow Upgrade (+5)', 'Pegasus Boots']],
["Misery Mire - Boss", True, ['Bomb Upgrade (+5)', 'Big Key (Misery Mire)', 'Lamp', 'Cane of Somaria', 'Progressive Bow', 'Pegasus Boots']],
])

View File

@@ -93,7 +93,7 @@ class AquariaWorld(World):
options: AquariaOptions
"Every options of the world"
regions: AquariaRegions | None
regions: AquariaRegions
"Used to manage Regions"
exclude: List[str]
@@ -101,17 +101,10 @@ class AquariaWorld(World):
def __init__(self, multiworld: MultiWorld, player: int):
"""Initialisation of the Aquaria World"""
super(AquariaWorld, self).__init__(multiworld, player)
self.regions = None
self.regions = AquariaRegions(multiworld, player)
self.ingredients_substitution = []
self.exclude = []
def generate_early(self) -> None:
"""
Run before any general steps of the MultiWorld other than options. Useful for getting and adjusting option
results and determining layouts for entrance rando etc. start inventory gets pushed after this step.
"""
self.regions = AquariaRegions(self.multiworld, self.player)
def create_regions(self) -> None:
"""
Create every Region in `regions`

View File

@@ -89,7 +89,7 @@ location_names: Dict[str, str] = {
"RESCUED_CHERUB_15": "DC: Top of elevator Child of Moonlight",
"Lady[D01Z05S22]": "DC: Lady of the Six Sorrows, from MD",
"QI75": "DC: Chalice room",
"Sword[D01Z05S24]": "DC: Mea Culpa altar",
"Sword[D01Z05S24]": "DC: Mea culpa altar",
"CO44": "DC: Elevator shaft ledge",
"RESCUED_CHERUB_22": "DC: Elevator shaft Child of Moonlight",
"Lady[D01Z05S26]": "DC: Lady of the Six Sorrows, elevator shaft",

View File

@@ -67,8 +67,7 @@ class BlasphemousWorld(World):
def generate_early(self):
if not self.options.starting_location.randomized:
if (self.options.starting_location == "knot_of_words" or self.options.starting_location == "rooftops" \
or self.options.starting_location == "mourning_havoc") and self.options.difficulty < 2:
if self.options.starting_location == "mourning_havoc" and self.options.difficulty < 2:
raise OptionError(f"[Blasphemous - '{self.player_name}'] "
f"{self.options.starting_location} cannot be chosen if Difficulty is lower than Hard.")
@@ -84,8 +83,6 @@ class BlasphemousWorld(World):
locations: List[int] = [ 0, 1, 2, 3, 4, 5, 6 ]
if self.options.difficulty < 2:
locations.remove(4)
locations.remove(5)
locations.remove(6)
if self.options.dash_shuffle:
@@ -106,9 +103,6 @@ class BlasphemousWorld(World):
if not self.options.wall_climb_shuffle:
self.multiworld.push_precollected(self.create_item("Wall Climb Ability"))
if self.options.thorn_shuffle == "local_only":
self.options.local_items.value.add("Thorn Upgrade")
if not self.options.boots_of_pleading:
self.disabled_locations.append("RE401")
@@ -206,6 +200,9 @@ class BlasphemousWorld(World):
if not self.options.skill_randomizer:
self.place_items_from_dict(skill_dict)
if self.options.thorn_shuffle == "local_only":
self.options.local_items.value.add("Thorn Upgrade")
def place_items_from_set(self, location_set: Set[str], name: str):

View File

@@ -85,7 +85,20 @@ class TestGrievanceHard(BlasphemousTestBase):
}
# knot of the three words, rooftops, and mourning and havoc can't be selected on easy or normal. hard only
class TestKnotOfWordsEasy(BlasphemousTestBase):
options = {
"starting_location": "knot_of_words",
"difficulty": "easy"
}
class TestKnotOfWordsNormal(BlasphemousTestBase):
options = {
"starting_location": "knot_of_words",
"difficulty": "normal"
}
class TestKnotOfWordsHard(BlasphemousTestBase):
options = {
"starting_location": "knot_of_words",
@@ -93,6 +106,20 @@ class TestKnotOfWordsHard(BlasphemousTestBase):
}
class TestRooftopsEasy(BlasphemousTestBase):
options = {
"starting_location": "rooftops",
"difficulty": "easy"
}
class TestRooftopsNormal(BlasphemousTestBase):
options = {
"starting_location": "rooftops",
"difficulty": "normal"
}
class TestRooftopsHard(BlasphemousTestBase):
options = {
"starting_location": "rooftops",
@@ -100,6 +127,7 @@ class TestRooftopsHard(BlasphemousTestBase):
}
# mourning and havoc can't be selected on easy or normal. hard only
class TestMourningHavocHard(BlasphemousTestBase):
options = {
"starting_location": "mourning_havoc",

View File

@@ -12,12 +12,6 @@
1. Download the above release and extract it.
## Installation Procedures (Linux and Steam Deck)
1. Download the above release and extract it.
2. Add Celeste64.exe to Steam as a Non-Steam Game. In the properties for it on Steam, set it to use Proton as the compatibility tool. Launch the game through Steam in order to run it.
## Joining a MultiWorld Game
1. Before launching the game, edit the `AP.json` file in the root of the Celeste 64 install.
@@ -39,3 +33,5 @@ An Example `AP.json` file:
"Password": ""
}
```

View File

@@ -25,10 +25,19 @@ class DarkSouls3Web(WebWorld):
"English",
"setup_en.md",
"setup/en",
["Natalie", "Marech"]
["Marech"]
)
tutorials = [setup_en]
setup_fr = Tutorial(
setup_en.tutorial_name,
setup_en.description,
"Français",
"setup_fr.md",
"setup/fr",
["Marech"]
)
tutorials = [setup_en, setup_fr]
option_groups = option_groups
item_descriptions = item_descriptions
rich_text_options_doc = True

View File

@@ -3,13 +3,11 @@
## Required Software
- [Dark Souls III](https://store.steampowered.com/app/374320/DARK_SOULS_III/)
- [Dark Souls III AP Client]
[Dark Souls III AP Client]: https://github.com/nex3/Dark-Souls-III-Archipelago-client/releases/latest
- [Dark Souls III AP Client](https://github.com/nex3/Dark-Souls-III-Archipelago-client/releases/latest)
## Optional Software
- [Map tracker](https://github.com/TVV1GK/DS3_AP_Maptracker)
- Map tracker not yet updated for 3.0.0
## Setting Up
@@ -75,65 +73,3 @@ things to keep in mind:
[.NET Runtime]: https://dotnet.microsoft.com/en-us/download/dotnet/8.0
[WINE]: https://www.winehq.org/
## Troubleshooting
### Enemy randomizer issues
The DS3 Archipelago randomizer uses [thefifthmatt's DS3 enemy randomizer],
essentially unchanged. Unfortunately, this randomizer has a few known issues,
including enemy AI not working, enemies spawning in places they can't be killed,
and, in a few rare cases, enemies spawning in ways that crash the game when they
load. These bugs should be [reported upstream], but unfortunately the
Archipelago devs can't help much with them.
[thefifthmatt's DS3 enemy randomizer]: https://www.nexusmods.com/darksouls3/mods/484
[reported upstream]: https://github.com/thefifthmatt/SoulsRandomizers/issues
Because in rare cases the enemy randomizer can cause seeds to be impossible to
complete, we recommend disabling it for large async multiworlds for safety
purposes.
### `launchmod_darksouls3.bat` isn't working
Sometimes `launchmod_darksouls3.bat` will briefly flash a terminal on your
screen and then terminate without actually starting the game. This is usually
caused by some issue communicating with Steam either to find `DarkSoulsIII.exe`
or to launch it properly. If this is happening to you, make sure:
* You have DS3 1.15.2 installed. This is the latest patch as of January 2025.
(Note that older versions of Archipelago required an older patch, but that
_will not work_ with the current version.)
* You own the DS3 DLC if your randomizer config has DLC enabled. (It's possible,
but unconfirmed, that you need the DLC even when it's disabled in your config).
* Steam is not running in administrator mode. To fix this, right-click
`steam.exe` (by default this is in `C:\Program Files\Steam`), select
"Properties", open the "Compatiblity" tab, and uncheck "Run this program as an
administrator".
* There is no `dinput8.dll` file in your DS3 game directory. This is the old way
of installing mods, and it can interfere with the new ModEngine2 workflow.
If you've checked all of these, you can also try:
* Running `launchmod_darksouls3.bat` as an administrator.
* Reinstalling DS3 or even reinstalling Steam itself.
* Making sure DS3 is installed on the same drive as Steam and as the randomizer.
(A number of users are able to run these on different drives, but this has
helped some users.)
If none of this works, unfortunately there's not much we can do. We use
ModEngine2 to launch DS3 with the Archipelago mod enabled, but unfortunately
it's no longer maintained and its successor, ModEngine3, isn't usable yet.
### `DS3Randomizer.exe` isn't working
This is almost always caused by using a version of the randomizer client that's
not compatible with the version used to generate the multiworld. If you're
generating your multiworld on archipelago.gg, you *must* use the latest [Dark
Souls III AP Client]. If you want to use a different client version, you *must*
generate the multiworld locally using the apworld bundled with the client.

View File

@@ -0,0 +1,33 @@
# Guide d'installation de Dark Souls III Randomizer
## Logiciels requis
- [Dark Souls III](https://store.steampowered.com/app/374320/DARK_SOULS_III/)
- [Client AP de Dark Souls III](https://github.com/Marechal-L/Dark-Souls-III-Archipelago-client/releases)
## Concept général
Le client Archipelago de Dark Souls III est un fichier dinput8.dll. Cette .dll va lancer une invite de commande Windows
permettant de lire des informations de la partie et écrire des commandes pour intéragir avec le serveur Archipelago.
## Procédures d'installation
<span style="color:#ff7800">
**Il y a des risques de bannissement permanent des serveurs FromSoftware si ce mod est utilisé en ligne.**
</span>
Ce client a été testé sur la version Steam officielle du jeu (v1.15/1.35), peu importe les DLCs actuellement installés.
Télécharger le fichier dinput8.dll disponible dans le [Client AP de Dark Souls III](https://github.com/Marechal-L/Dark-Souls-III-Archipelago-client/releases) et
placez-le à la racine du jeu (ex: "SteamLibrary\steamapps\common\DARK SOULS III\Game")
## Rejoindre une partie Multiworld
1. Lancer DarkSoulsIII.exe ou lancer le jeu depuis Steam
2. Ecrire "/connect {SERVER_IP}:{SERVER_PORT} {SLOT_NAME}" dans l'invite de commande Windows ouverte au lancement du jeu
3. Une fois connecté, créez une nouvelle partie, choisissez une classe et attendez que les autres soient prêts avant de lancer
4. Vous pouvez quitter et lancer le jeu n'importe quand pendant une partie
## Où trouver le fichier de configuration ?
La [Page de configuration](/games/Dark%20Souls%20III/player-options) sur le site vous permez de configurer vos
paramètres et de les exporter sous la forme d'un fichier.

View File

@@ -1,4 +1,5 @@
import logging
import asyncio
from NetUtils import ClientStatus, color
from worlds.AutoSNIClient import SNIClient
@@ -31,7 +32,7 @@ class DKC3SNIClient(SNIClient):
async def validate_rom(self, ctx):
from SNIClient import snes_read
from SNIClient import snes_buffered_write, snes_flush_writes, snes_read
rom_name = await snes_read(ctx, DKC3_ROMHASH_START, ROMHASH_SIZE)
if rom_name is None or rom_name == bytes([0] * ROMHASH_SIZE) or rom_name[:2] != b"D3":

View File

@@ -1,6 +1,6 @@
import typing
from BaseClasses import Item
from BaseClasses import Item, ItemClassification
from .Names import ItemName

View File

@@ -1,6 +1,7 @@
from dataclasses import dataclass
import typing
from Options import Choice, Range, Toggle, DefaultOnToggle, OptionGroup, PerGameCommonOptions
from Options import Choice, Range, Toggle, DeathLink, DefaultOnToggle, OptionGroup, PerGameCommonOptions
class Goal(Choice):

View File

@@ -1,9 +1,10 @@
import typing
from BaseClasses import Region, Entrance
from worlds.AutoWorld import World
from BaseClasses import MultiWorld, Region, Entrance
from .Items import DKC3Item
from .Locations import DKC3Location
from .Names import LocationName, ItemName
from worlds.AutoWorld import World
def create_regions(world: World, active_locations):

View File

@@ -2,6 +2,7 @@ import Utils
from Utils import read_snes_rom
from worlds.AutoWorld import World
from worlds.Files import APDeltaPatch
from .Locations import lookup_id_to_name, all_locations
from .Levels import level_list, level_dict
USHASH = '120abf304f0c40fe059f6a192ed4f947'
@@ -435,7 +436,7 @@ level_music_ids = [
class LocalRom:
def __init__(self, file, name=None, hash=None):
def __init__(self, file, patch=True, vanillaRom=None, name=None, hash=None):
self.name = name
self.hash = hash
self.orig_buffer = None

View File

@@ -1,8 +1,8 @@
import math
from worlds.AutoWorld import World
from worlds.generic.Rules import add_rule
from .Names import LocationName, ItemName
from worlds.AutoWorld import LogicMixin, World
from worlds.generic.Rules import add_rule, set_rule
def set_rules(world: World):

View File

@@ -1,13 +1,15 @@
import dataclasses
import math
import os
import threading
import typing
import math
import threading
import settings
from BaseClasses import Item, MultiWorld, Tutorial, ItemClassification
from Options import PerGameCommonOptions
import Patch
import settings
from worlds.AutoWorld import WebWorld, World
from .Client import DKC3SNIClient
from .Items import DKC3Item, ItemData, item_table, inventory_table, junk_table
from .Levels import level_list

View File

@@ -650,8 +650,8 @@ item_table: Dict[int, ItemDict] = {
'doom_type': 2006,
'episode': -1,
'map': -1},
350106: {'classification': ItemClassification.useful,
'count': 0,
350106: {'classification': ItemClassification.progression,
'count': 1,
'name': 'Backpack',
'doom_type': 8,
'episode': -1,
@@ -1160,30 +1160,6 @@ item_table: Dict[int, ItemDict] = {
'doom_type': 2026,
'episode': 4,
'map': 9},
350191: {'classification': ItemClassification.useful,
'count': 0,
'name': 'Bullet capacity',
'doom_type': 65001,
'episode': -1,
'map': -1},
350192: {'classification': ItemClassification.useful,
'count': 0,
'name': 'Shell capacity',
'doom_type': 65002,
'episode': -1,
'map': -1},
350193: {'classification': ItemClassification.useful,
'count': 0,
'name': 'Energy cell capacity',
'doom_type': 65003,
'episode': -1,
'map': -1},
350194: {'classification': ItemClassification.useful,
'count': 0,
'name': 'Rocket capacity',
'doom_type': 65004,
'episode': -1,
'map': -1},
}

View File

@@ -1,4 +1,4 @@
from Options import PerGameCommonOptions, Range, Choice, Toggle, DeathLink, DefaultOnToggle, StartInventoryPool
from Options import PerGameCommonOptions, Choice, Toggle, DeathLink, DefaultOnToggle, StartInventoryPool
from dataclasses import dataclass
@@ -144,84 +144,6 @@ class Episode4(Toggle):
display_name = "Episode 4"
class SplitBackpack(Toggle):
"""Split the Backpack into four individual items, each one increasing ammo capacity for one type of weapon only."""
display_name = "Split Backpack"
class BackpackCount(Range):
"""How many Backpacks will be available.
If Split Backpack is set, this will be the number of each capacity upgrade available."""
display_name = "Backpack Count"
range_start = 0
range_end = 10
default = 1
class MaxAmmoBullets(Range):
"""Set the starting ammo capacity for bullets."""
display_name = "Max Ammo - Bullets"
range_start = 200
range_end = 999
default = 200
class MaxAmmoShells(Range):
"""Set the starting ammo capacity for shotgun shells."""
display_name = "Max Ammo - Shells"
range_start = 50
range_end = 999
default = 50
class MaxAmmoRockets(Range):
"""Set the starting ammo capacity for rockets."""
display_name = "Max Ammo - Rockets"
range_start = 50
range_end = 999
default = 50
class MaxAmmoEnergyCells(Range):
"""Set the starting ammo capacity for energy cells."""
display_name = "Max Ammo - Energy Cells"
range_start = 300
range_end = 999
default = 300
class AddedAmmoBullets(Range):
"""Set the amount of bullet capacity added when collecting a backpack or capacity upgrade."""
display_name = "Added Ammo - Bullets"
range_start = 20
range_end = 999
default = 200
class AddedAmmoShells(Range):
"""Set the amount of shotgun shell capacity added when collecting a backpack or capacity upgrade."""
display_name = "Added Ammo - Shells"
range_start = 5
range_end = 999
default = 50
class AddedAmmoRockets(Range):
"""Set the amount of rocket capacity added when collecting a backpack or capacity upgrade."""
display_name = "Added Ammo - Rockets"
range_start = 5
range_end = 999
default = 50
class AddedAmmoEnergyCells(Range):
"""Set the amount of energy cell capacity added when collecting a backpack or capacity upgrade."""
display_name = "Added Ammo - Energy Cells"
range_start = 30
range_end = 999
default = 300
@dataclass
class DOOM1993Options(PerGameCommonOptions):
start_inventory_from_pool: StartInventoryPool
@@ -241,14 +163,3 @@ class DOOM1993Options(PerGameCommonOptions):
episode3: Episode3
episode4: Episode4
split_backpack: SplitBackpack
backpack_count: BackpackCount
max_ammo_bullets: MaxAmmoBullets
max_ammo_shells: MaxAmmoShells
max_ammo_rockets: MaxAmmoRockets
max_ammo_energy_cells: MaxAmmoEnergyCells
added_ammo_bullets: AddedAmmoBullets
added_ammo_shells: AddedAmmoShells
added_ammo_rockets: AddedAmmoRockets
added_ammo_energy_cells: AddedAmmoEnergyCells

View File

@@ -42,7 +42,7 @@ class DOOM1993World(World):
options: DOOM1993Options
game = "DOOM 1993"
web = DOOM1993Web()
required_client_version = (0, 5, 0) # 1.2.0-prerelease or higher
required_client_version = (0, 3, 9)
item_name_to_id = {data["name"]: item_id for item_id, data in Items.item_table.items()}
item_name_groups = Items.item_name_groups
@@ -204,15 +204,6 @@ class DOOM1993World(World):
count = item["count"] if item["name"] not in self.starting_level_for_episode else item["count"] - 1
itempool += [self.create_item(item["name"]) for _ in range(count)]
# Backpack(s) based on options
if self.options.split_backpack.value:
itempool += [self.create_item("Bullet capacity") for _ in range(self.options.backpack_count.value)]
itempool += [self.create_item("Shell capacity") for _ in range(self.options.backpack_count.value)]
itempool += [self.create_item("Energy cell capacity") for _ in range(self.options.backpack_count.value)]
itempool += [self.create_item("Rocket capacity") for _ in range(self.options.backpack_count.value)]
else:
itempool += [self.create_item("Backpack") for _ in range(self.options.backpack_count.value)]
# Place end level items in locked locations
for map_name in Maps.map_names:
loc_name = map_name + " - Exit"
@@ -274,7 +265,7 @@ class DOOM1993World(World):
# Was balanced for 3 episodes (We added 4th episode, but keep same ratio)
count = min(remaining_loc, max(1, int(round(self.items_ratio[item_name] * ep_count / 3))))
if count == 0:
logger.warning(f"Warning, no {item_name} will be placed.")
logger.warning("Warning, no ", item_name, " will be placed.")
return
for i in range(count):
@@ -290,14 +281,4 @@ class DOOM1993World(World):
# an older version, the player would end up stuck.
slot_data["two_ways_keydoors"] = True
# Send slot data for ammo capacity values; this must be generic because Heretic uses it too
slot_data["ammo1start"] = self.options.max_ammo_bullets.value
slot_data["ammo2start"] = self.options.max_ammo_shells.value
slot_data["ammo3start"] = self.options.max_ammo_energy_cells.value
slot_data["ammo4start"] = self.options.max_ammo_rockets.value
slot_data["ammo1add"] = self.options.added_ammo_bullets.value
slot_data["ammo2add"] = self.options.added_ammo_shells.value
slot_data["ammo3add"] = self.options.added_ammo_energy_cells.value
slot_data["ammo4add"] = self.options.added_ammo_rockets.value
return slot_data

View File

@@ -56,8 +56,8 @@ item_table: Dict[int, ItemDict] = {
'doom_type': 82,
'episode': -1,
'map': -1},
360007: {'classification': ItemClassification.useful,
'count': 0,
360007: {'classification': ItemClassification.progression,
'count': 1,
'name': 'Backpack',
'doom_type': 8,
'episode': -1,
@@ -1058,30 +1058,6 @@ item_table: Dict[int, ItemDict] = {
'doom_type': 2026,
'episode': 4,
'map': 2},
360600: {'classification': ItemClassification.useful,
'count': 0,
'name': 'Bullet capacity',
'doom_type': 65001,
'episode': -1,
'map': -1},
360601: {'classification': ItemClassification.useful,
'count': 0,
'name': 'Shell capacity',
'doom_type': 65002,
'episode': -1,
'map': -1},
360602: {'classification': ItemClassification.useful,
'count': 0,
'name': 'Energy cell capacity',
'doom_type': 65003,
'episode': -1,
'map': -1},
360603: {'classification': ItemClassification.useful,
'count': 0,
'name': 'Rocket capacity',
'doom_type': 65004,
'episode': -1,
'map': -1},
}

View File

@@ -1,6 +1,6 @@
import typing
from Options import PerGameCommonOptions, Range, Choice, Toggle, DeathLink, DefaultOnToggle, StartInventoryPool
from Options import PerGameCommonOptions, Choice, Toggle, DeathLink, DefaultOnToggle, StartInventoryPool
from dataclasses import dataclass
@@ -136,84 +136,6 @@ class SecretLevels(Toggle):
display_name = "Secret Levels"
class SplitBackpack(Toggle):
"""Split the Backpack into four individual items, each one increasing ammo capacity for one type of weapon only."""
display_name = "Split Backpack"
class BackpackCount(Range):
"""How many Backpacks will be available.
If Split Backpack is set, this will be the number of each capacity upgrade available."""
display_name = "Backpack Count"
range_start = 0
range_end = 10
default = 1
class MaxAmmoBullets(Range):
"""Set the starting ammo capacity for bullets."""
display_name = "Max Ammo - Bullets"
range_start = 200
range_end = 999
default = 200
class MaxAmmoShells(Range):
"""Set the starting ammo capacity for shotgun shells."""
display_name = "Max Ammo - Shells"
range_start = 50
range_end = 999
default = 50
class MaxAmmoRockets(Range):
"""Set the starting ammo capacity for rockets."""
display_name = "Max Ammo - Rockets"
range_start = 50
range_end = 999
default = 50
class MaxAmmoEnergyCells(Range):
"""Set the starting ammo capacity for energy cells."""
display_name = "Max Ammo - Energy Cells"
range_start = 300
range_end = 999
default = 300
class AddedAmmoBullets(Range):
"""Set the amount of bullet capacity added when collecting a backpack or capacity upgrade."""
display_name = "Added Ammo - Bullets"
range_start = 20
range_end = 999
default = 200
class AddedAmmoShells(Range):
"""Set the amount of shotgun shell capacity added when collecting a backpack or capacity upgrade."""
display_name = "Added Ammo - Shells"
range_start = 5
range_end = 999
default = 50
class AddedAmmoRockets(Range):
"""Set the amount of rocket capacity added when collecting a backpack or capacity upgrade."""
display_name = "Added Ammo - Rockets"
range_start = 5
range_end = 999
default = 50
class AddedAmmoEnergyCells(Range):
"""Set the amount of energy cell capacity added when collecting a backpack or capacity upgrade."""
display_name = "Added Ammo - Energy Cells"
range_start = 30
range_end = 999
default = 300
@dataclass
class DOOM2Options(PerGameCommonOptions):
start_inventory_from_pool: StartInventoryPool
@@ -231,14 +153,3 @@ class DOOM2Options(PerGameCommonOptions):
episode2: Episode2
episode3: Episode3
episode4: SecretLevels
split_backpack: SplitBackpack
backpack_count: BackpackCount
max_ammo_bullets: MaxAmmoBullets
max_ammo_shells: MaxAmmoShells
max_ammo_rockets: MaxAmmoRockets
max_ammo_energy_cells: MaxAmmoEnergyCells
added_ammo_bullets: AddedAmmoBullets
added_ammo_shells: AddedAmmoShells
added_ammo_rockets: AddedAmmoRockets
added_ammo_energy_cells: AddedAmmoEnergyCells

View File

@@ -43,7 +43,7 @@ class DOOM2World(World):
options: DOOM2Options
game = "DOOM II"
web = DOOM2Web()
required_client_version = (0, 5, 0) # 1.2.0-prerelease or higher
required_client_version = (0, 3, 9)
item_name_to_id = {data["name"]: item_id for item_id, data in Items.item_table.items()}
item_name_groups = Items.item_name_groups
@@ -196,15 +196,6 @@ class DOOM2World(World):
count = item["count"] if item["name"] not in self.starting_level_for_episode else item["count"] - 1
itempool += [self.create_item(item["name"]) for _ in range(count)]
# Backpack(s) based on options
if self.options.split_backpack.value:
itempool += [self.create_item("Bullet capacity") for _ in range(self.options.backpack_count.value)]
itempool += [self.create_item("Shell capacity") for _ in range(self.options.backpack_count.value)]
itempool += [self.create_item("Energy cell capacity") for _ in range(self.options.backpack_count.value)]
itempool += [self.create_item("Rocket capacity") for _ in range(self.options.backpack_count.value)]
else:
itempool += [self.create_item("Backpack") for _ in range(self.options.backpack_count.value)]
# Place end level items in locked locations
for map_name in Maps.map_names:
loc_name = map_name + " - Exit"
@@ -267,23 +258,11 @@ class DOOM2World(World):
# Was balanced based on DOOM 1993's first 3 episodes
count = min(remaining_loc, max(1, int(round(self.items_ratio[item_name] * ep_count / 3))))
if count == 0:
logger.warning(f"Warning, no {item_name} will be placed.")
logger.warning("Warning, no ", item_name, " will be placed.")
return
for i in range(count):
itempool.append(self.create_item(item_name))
def fill_slot_data(self) -> Dict[str, Any]:
slot_data = self.options.as_dict("difficulty", "random_monsters", "random_pickups", "random_music", "flip_levels", "allow_death_logic", "pro", "death_link", "reset_level_on_death", "episode1", "episode2", "episode3", "episode4")
# Send slot data for ammo capacity values; this must be generic because Heretic uses it too
slot_data["ammo1start"] = self.options.max_ammo_bullets.value
slot_data["ammo2start"] = self.options.max_ammo_shells.value
slot_data["ammo3start"] = self.options.max_ammo_energy_cells.value
slot_data["ammo4start"] = self.options.max_ammo_rockets.value
slot_data["ammo1add"] = self.options.added_ammo_bullets.value
slot_data["ammo2add"] = self.options.added_ammo_shells.value
slot_data["ammo3add"] = self.options.added_ammo_energy_cells.value
slot_data["ammo4add"] = self.options.added_ammo_rockets.value
return slot_data
return self.options.as_dict("difficulty", "random_monsters", "random_pickups", "random_music", "flip_levels", "allow_death_logic", "pro", "death_link", "reset_level_on_death", "episode1", "episode2", "episode3", "episode4")

View File

@@ -234,7 +234,8 @@ async def game_watcher(ctx: FactorioContext):
f"Connected Multiworld is not the expected one {data['seed_name']} != {ctx.seed_name}")
else:
data = data["info"]
research_data: set[int] = {int(tech_name.split("-")[1]) for tech_name in data["research_done"]}
research_data = data["research_done"]
research_data = {int(tech_name.split("-")[1]) for tech_name in research_data}
victory = data["victory"]
await ctx.update_death_link(data["death_link"])
ctx.multiplayer = data.get("multiplayer", False)
@@ -248,7 +249,7 @@ async def game_watcher(ctx: FactorioContext):
f"New researches done: "
f"{[ctx.location_names.lookup_in_game(rid) for rid in research_data - ctx.locations_checked]}")
ctx.locations_checked = research_data
await ctx.check_locations(research_data)
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": tuple(research_data)}])
death_link_tick = data.get("death_link_tick", 0)
if death_link_tick != ctx.death_link_tick:
ctx.death_link_tick = death_link_tick

View File

@@ -3,23 +3,13 @@ from __future__ import annotations
from dataclasses import dataclass
import typing
from schema import Schema, Optional, And, Or, SchemaError
from schema import Schema, Optional, And, Or
from Options import Choice, OptionDict, OptionSet, DefaultOnToggle, Range, DeathLink, Toggle, \
StartInventoryPool, PerGameCommonOptions, OptionGroup
# schema helpers
class FloatRange:
def __init__(self, low, high):
self._low = low
self._high = high
def validate(self, value):
if not isinstance(value, (float, int)):
raise SchemaError(f"should be instance of float or int, but was {value!r}")
if not self._low <= value <= self._high:
raise SchemaError(f"{value} is not between {self._low} and {self._high}")
FloatRange = lambda low, high: And(Or(int, float), lambda f: low <= f <= high)
LuaBool = Or(bool, And(int, lambda n: n in (0, 1)))
@@ -235,12 +225,6 @@ class FactorioStartItems(OptionDict):
"""Mapping of Factorio internal item-name to amount granted on start."""
display_name = "Starting Items"
default = {"burner-mining-drill": 4, "stone-furnace": 4, "raw-fish": 50}
schema = Schema(
{
str: And(int, lambda n: n > 0,
error="amount of starting items has to be a positive integer"),
}
)
class FactorioFreeSampleBlacklist(OptionSet):
@@ -263,8 +247,7 @@ class AttackTrapCount(TrapCount):
class TeleportTrapCount(TrapCount):
"""Trap items that when received trigger a random teleport.
It is ensured the player can walk back to where they got teleported from."""
"""Trap items that when received trigger a random teleport."""
display_name = "Teleport Traps"
@@ -311,11 +294,6 @@ class EvolutionTrapIncrease(Range):
range_end = 100
class InventorySpillTrapCount(TrapCount):
"""Trap items that when received trigger dropping your main inventory and trash inventory onto the ground."""
display_name = "Inventory Spill Traps"
class FactorioWorldGen(OptionDict):
"""World Generation settings. Overview of options at https://wiki.factorio.com/Map_generator,
with in-depth documentation at https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings"""
@@ -496,7 +474,6 @@ class FactorioOptions(PerGameCommonOptions):
artillery_traps: ArtilleryTrapCount
atomic_rocket_traps: AtomicRocketTrapCount
atomic_cliff_remover_traps: AtomicCliffRemoverTrapCount
inventory_spill_traps: InventorySpillTrapCount
attack_traps: AttackTrapCount
evolution_traps: EvolutionTrapCount
evolution_trap_increase: EvolutionTrapIncrease
@@ -531,7 +508,6 @@ option_groups: list[OptionGroup] = [
ArtilleryTrapCount,
AtomicRocketTrapCount,
AtomicCliffRemoverTrapCount,
InventorySpillTrapCount,
],
start_collapsed=True
),

View File

@@ -8,7 +8,7 @@ import Utils
import settings
from BaseClasses import Region, Location, Item, Tutorial, ItemClassification
from worlds.AutoWorld import World, WebWorld
from worlds.LauncherComponents import Component, components, Type, launch as launch_component
from worlds.LauncherComponents import Component, components, Type, launch_subprocess
from worlds.generic import Rules
from .Locations import location_pools, location_table
from .Mod import generate_mod
@@ -24,7 +24,7 @@ from .Technologies import base_tech_table, recipe_sources, base_technology_table
def launch_client():
from .Client import launch
launch_component(launch, name="FactorioClient")
launch_subprocess(launch, name="FactorioClient")
components.append(Component("Factorio Client", "FactorioClient", func=launch_client, component_type=Type.CLIENT))
@@ -78,7 +78,6 @@ all_items["Cluster Grenade Trap"] = factorio_base_id - 5
all_items["Artillery Trap"] = factorio_base_id - 6
all_items["Atomic Rocket Trap"] = factorio_base_id - 7
all_items["Atomic Cliff Remover Trap"] = factorio_base_id - 8
all_items["Inventory Spill Trap"] = factorio_base_id - 9
class Factorio(World):
@@ -113,8 +112,6 @@ class Factorio(World):
science_locations: typing.List[FactorioScienceLocation]
removed_technologies: typing.Set[str]
settings: typing.ClassVar[FactorioSettings]
trap_names: tuple[str] = ("Evolution", "Attack", "Teleport", "Grenade", "Cluster Grenade", "Artillery",
"Atomic Rocket", "Atomic Cliff Remover", "Inventory Spill")
def __init__(self, world, player: int):
super(Factorio, self).__init__(world, player)
@@ -139,11 +136,15 @@ class Factorio(World):
random = self.random
nauvis = Region("Nauvis", player, self.multiworld)
location_count = len(base_tech_table) - len(useless_technologies) - self.skip_silo
for name in self.trap_names:
name = name.replace(" ", "_").lower()+"_traps"
location_count += getattr(self.options, name)
location_count = len(base_tech_table) - len(useless_technologies) - self.skip_silo + \
self.options.evolution_traps + \
self.options.attack_traps + \
self.options.teleport_traps + \
self.options.grenade_traps + \
self.options.cluster_grenade_traps + \
self.options.atomic_rocket_traps + \
self.options.atomic_cliff_remover_traps + \
self.options.artillery_traps
location_pool = []
@@ -195,8 +196,9 @@ class Factorio(World):
def create_items(self) -> None:
self.custom_technologies = self.set_custom_technologies()
self.set_custom_recipes()
for trap_name in self.trap_names:
traps = ("Evolution", "Attack", "Teleport", "Grenade", "Cluster Grenade", "Artillery", "Atomic Rocket",
"Atomic Cliff Remover")
for trap_name in traps:
self.multiworld.itempool.extend(self.create_item(f"{trap_name} Trap") for _ in
range(getattr(self.options,
f"{trap_name.lower().replace(' ', '_')}_traps")))
@@ -278,6 +280,9 @@ class Factorio(World):
self.get_location("Rocket Launch").access_rule = lambda state: all(state.has(technology, player)
for technology in
victory_tech_names)
for tech_name in victory_tech_names:
if not self.multiworld.get_all_state(True).has(tech_name, player):
print(tech_name)
self.multiworld.completion_condition[player] = lambda state: state.has('Victory', player)
def get_recipe(self, name: str) -> Recipe:

View File

@@ -48,107 +48,3 @@ function fire_entity_at_entities(entity_name, entities, speed)
target=target, speed=speed}
end
end
local teleport_requests = {}
local teleport_attempts = {}
local max_attempts = 100
function attempt_teleport_player(player, attempt)
-- global attempt storage as metadata can't be stored
if attempt == nil then
attempt = teleport_attempts[player.index]
else
teleport_attempts[player.index] = attempt
end
if attempt > max_attempts then
player.print("Teleport failed: No valid position found after " .. max_attempts .. " attempts!")
teleport_attempts[player.index] = 0
return
end
local surface = player.character.surface
local prototype_name = player.character.prototype.name
local original_position = player.character.position
local candidate_position = random_offset_position(original_position, 1024)
local non_colliding_position = surface.find_non_colliding_position(
prototype_name, candidate_position, 0, 1
)
if non_colliding_position then
-- Request pathfinding asynchronously
local path_id = surface.request_path{
bounding_box = player.character.prototype.collision_box,
collision_mask = { layers = { ["player"] = true } },
start = original_position,
goal = non_colliding_position,
force = player.force.name,
radius = 1,
pathfind_flags = {cache = true, low_priority = true, allow_paths_through_own_entities = true},
}
-- Store the request with the player index as the key
teleport_requests[player.index] = path_id
else
attempt_teleport_player(player, attempt + 1)
end
end
function handle_teleport_attempt(event)
for player_index, path_id in pairs(teleport_requests) do
-- Check if the event matches the stored path_id
if path_id == event.id then
local player = game.players[player_index]
if event.path then
if player.character then
player.character.teleport(event.path[#event.path].position) -- Teleport to the last point in the path
-- Clear the attempts for this player
teleport_attempts[player_index] = 0
return
end
return
end
attempt_teleport_player(player, nil)
break
end
end
end
function spill_character_inventory(character)
if not (character and character.valid) then
return false
end
-- grab attrs once pre-loop
local position = character.position
local surface = character.surface
local inventories_to_spill = {
defines.inventory.character_main, -- Main inventory
defines.inventory.character_trash, -- Logistic trash slots
}
for _, inventory_type in pairs(inventories_to_spill) do
local inventory = character.get_inventory(inventory_type)
if inventory and inventory.valid then
-- Spill each item stack onto the ground
for i = 1, #inventory do
local stack = inventory[i]
if stack and stack.valid_for_read then
local spilled_items = surface.spill_item_stack{
position = position,
stack = stack,
enable_looted = false, -- do not mark for auto-pickup
force = nil, -- do not mark for auto-deconstruction
allow_belts = true, -- do mark for putting it onto belts
}
if #spilled_items > 0 then
stack.clear() -- only delete if spilled successfully
end
end
end
end
end
end

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