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3 Commits

Author SHA1 Message Date
NewSoupVi
a9e79854a8 Merge branch 'main' into NewSoupVi-patch-30 2024-12-12 14:57:04 +01:00
NewSoupVi
2e81774a1f Update Utils.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-12-09 22:24:04 +01:00
NewSoupVi
409c915375 Fix crash when trying to log an exception
In https://github.com/ArchipelagoMW/Archipelago/pull/3028, we added a new logging filter which checked `record.msg`. 

However, you can pass whatever you want into a logging call. In this case, what we missed was ecc3094c70/MultiServer.py (L530C1-L530C37), where we pass an Exception object as the message. This currently causes a crash with the new filter.

The logging module supports this. It has no typing and can handle passing objects as messages just fine.

What you're supposed to use, as far as I understand it, is `record.getMessage()` instead of `record.msg`.
2024-12-01 12:37:17 +01:00
792 changed files with 23410 additions and 56092 deletions

View File

@@ -1,21 +1,8 @@
{ {
"include": [ "include": [
"../BizHawkClient.py", "type_check.py",
"../Patch.py",
"../test/param.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",
"../worlds/AutoSNIClient.py", "../worlds/AutoSNIClient.py",
"type_check.py" "../Patch.py"
], ],
"exclude": [ "exclude": [

View File

@@ -65,7 +65,7 @@ jobs:
continue-on-error: false continue-on-error: false
if: env.diff != '' && matrix.task == 'flake8' if: env.diff != '' && matrix.task == 'flake8'
run: | run: |
flake8 --count --select=E9,F63,F7,F82 --ignore F824 --show-source --statistics ${{ env.diff }} flake8 --count --select=E9,F63,F7,F82 --show-source --statistics ${{ env.diff }}
- name: "flake8: Lint modified files" - name: "flake8: Lint modified files"
continue-on-error: true continue-on-error: true

View File

@@ -21,17 +21,12 @@ env:
ENEMIZER_VERSION: 7.1 ENEMIZER_VERSION: 7.1
APPIMAGETOOL_VERSION: 13 APPIMAGETOOL_VERSION: 13
permissions: # permissions required for attestation
id-token: 'write'
attestations: 'write'
jobs: jobs:
# build-release-macos: # LF volunteer # build-release-macos: # LF volunteer
build-win: # RCs and releases may still be built and signed by hand build-win: # RCs will still be built and signed by hand
runs-on: windows-latest runs-on: windows-latest
steps: steps:
# - copy code below to release.yml -
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Install python - name: Install python
uses: actions/setup-python@v5 uses: actions/setup-python@v5
@@ -70,18 +65,6 @@ jobs:
$contents = Get-ChildItem -Path setups/*.exe -Force -Recurse $contents = Get-ChildItem -Path setups/*.exe -Force -Recurse
$SETUP_NAME=$contents[0].Name $SETUP_NAME=$contents[0].Name
echo "SETUP_NAME=$SETUP_NAME" >> $Env:GITHUB_ENV echo "SETUP_NAME=$SETUP_NAME" >> $Env:GITHUB_ENV
# - copy code above to release.yml -
- name: Attest Build
if: ${{ github.event_name == 'workflow_dispatch' }}
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher.exe
build/exe.*/ArchipelagoLauncherDebug.exe
build/exe.*/ArchipelagoGenerate.exe
build/exe.*/ArchipelagoServer.exe
dist/${{ env.ZIP_NAME }}
setups/${{ env.SETUP_NAME }}
- name: Check build loads expected worlds - name: Check build loads expected worlds
shell: bash shell: bash
run: | run: |
@@ -116,8 +99,8 @@ jobs:
if-no-files-found: error if-no-files-found: error
retention-days: 7 # keep for 7 days, should be enough retention-days: 7 # keep for 7 days, should be enough
build-ubuntu2204: build-ubuntu2004:
runs-on: ubuntu-22.04 runs-on: ubuntu-20.04
steps: steps:
# - copy code below to release.yml - # - copy code below to release.yml -
- uses: actions/checkout@v4 - uses: actions/checkout@v4
@@ -149,7 +132,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner # charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv "${{ env.PYTHON }}" -m venv venv
source venv/bin/activate source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer "${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`" echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`" echo -e "setup.py dist output:\n `ls dist`"
@@ -159,16 +142,6 @@ jobs:
echo "APPIMAGE_NAME=$APPIMAGE_NAME" >> $GITHUB_ENV echo "APPIMAGE_NAME=$APPIMAGE_NAME" >> $GITHUB_ENV
echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV
# - copy code above to release.yml - # - copy code above to release.yml -
- name: Attest Build
if: ${{ github.event_name == 'workflow_dispatch' }}
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher
build/exe.*/ArchipelagoGenerate
build/exe.*/ArchipelagoServer
dist/${{ env.APPIMAGE_NAME }}*
dist/${{ env.TAR_NAME }}
- name: Build Again - name: Build Again
run: | run: |
source venv/bin/activate source venv/bin/activate

View File

@@ -11,7 +11,7 @@ on:
- '**.hh?' - '**.hh?'
- '**.hpp' - '**.hpp'
- '**.hxx' - '**.hxx'
- '**/CMakeLists.txt' - '**.CMakeLists'
- '.github/workflows/ctest.yml' - '.github/workflows/ctest.yml'
pull_request: pull_request:
paths: paths:
@@ -21,7 +21,7 @@ on:
- '**.hh?' - '**.hh?'
- '**.hpp' - '**.hpp'
- '**.hxx' - '**.hxx'
- '**/CMakeLists.txt' - '**.CMakeLists'
- '.github/workflows/ctest.yml' - '.github/workflows/ctest.yml'
jobs: jobs:
@@ -36,9 +36,9 @@ jobs:
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- uses: ilammy/msvc-dev-cmd@0b201ec74fa43914dc39ae48a89fd1d8cb592756 - uses: ilammy/msvc-dev-cmd@v1
if: startsWith(matrix.os,'windows') if: startsWith(matrix.os,'windows')
- uses: Bacondish2023/setup-googletest@49065d1f7a6d21f6134864dd65980fe5dbe06c73 - uses: Bacondish2023/setup-googletest@v1
with: with:
build-type: 'Release' build-type: 'Release'
- name: Build tests - name: Build tests

View File

@@ -11,11 +11,6 @@ env:
ENEMIZER_VERSION: 7.1 ENEMIZER_VERSION: 7.1
APPIMAGETOOL_VERSION: 13 APPIMAGETOOL_VERSION: 13
permissions: # permissions required for attestation
id-token: 'write'
attestations: 'write'
contents: 'write' # additionally required for release
jobs: jobs:
create-release: create-release:
runs-on: ubuntu-latest runs-on: ubuntu-latest
@@ -31,79 +26,11 @@ jobs:
env: env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# build-release-windows: # this is done by hand because of signing
# build-release-macos: # LF volunteer # build-release-macos: # LF volunteer
build-release-win: build-release-ubuntu2004:
runs-on: windows-latest runs-on: ubuntu-20.04
if: ${{ true }} # change to false to skip if release is built by hand
needs: create-release
steps:
- name: Set env
shell: bash
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
# - code below copied from build.yml -
- uses: actions/checkout@v4
- name: Install python
uses: actions/setup-python@v5
with:
python-version: '~3.12.7'
check-latest: true
- name: Download run-time dependencies
run: |
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/${Env:ENEMIZER_VERSION}/win-x64.zip -OutFile enemizer.zip
Expand-Archive -Path enemizer.zip -DestinationPath EnemizerCLI -Force
choco install innosetup --version=6.2.2 --allow-downgrade
- name: Build
run: |
python -m pip install --upgrade pip
python setup.py build_exe --yes
if ( $? -eq $false ) {
Write-Error "setup.py failed!"
exit 1
}
$NAME="$(ls build | Select-String -Pattern 'exe')".Split('.',2)[1]
$ZIP_NAME="Archipelago_$NAME.7z"
echo "$NAME -> $ZIP_NAME"
echo "ZIP_NAME=$ZIP_NAME" >> $Env:GITHUB_ENV
New-Item -Path dist -ItemType Directory -Force
cd build
Rename-Item "exe.$NAME" Archipelago
7z a -mx=9 -mhe=on -ms "../dist/$ZIP_NAME" Archipelago
Rename-Item Archipelago "exe.$NAME" # inno_setup.iss expects the original name
- name: Build Setup
run: |
& "${env:ProgramFiles(x86)}\Inno Setup 6\iscc.exe" inno_setup.iss /DNO_SIGNTOOL
if ( $? -eq $false ) {
Write-Error "Building setup failed!"
exit 1
}
$contents = Get-ChildItem -Path setups/*.exe -Force -Recurse
$SETUP_NAME=$contents[0].Name
echo "SETUP_NAME=$SETUP_NAME" >> $Env:GITHUB_ENV
# - code above copied from build.yml -
- name: Attest Build
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher.exe
build/exe.*/ArchipelagoLauncherDebug.exe
build/exe.*/ArchipelagoGenerate.exe
build/exe.*/ArchipelagoServer.exe
setups/*
- name: Add to Release
uses: softprops/action-gh-release@975c1b265e11dd76618af1c374e7981f9a6ff44a
with:
draft: true # see above
prerelease: false
name: Archipelago ${{ env.RELEASE_VERSION }}
files: |
setups/*
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
build-release-ubuntu2204:
runs-on: ubuntu-22.04
needs: create-release
steps: steps:
- name: Set env - name: Set env
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
@@ -137,7 +64,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner # charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv "${{ env.PYTHON }}" -m venv venv
source venv/bin/activate source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer "${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`" echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`" echo -e "setup.py dist output:\n `ls dist`"
@@ -147,14 +74,6 @@ jobs:
echo "APPIMAGE_NAME=$APPIMAGE_NAME" >> $GITHUB_ENV echo "APPIMAGE_NAME=$APPIMAGE_NAME" >> $GITHUB_ENV
echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV
# - code above copied from build.yml - # - code above copied from build.yml -
- name: Attest Build
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher
build/exe.*/ArchipelagoGenerate
build/exe.*/ArchipelagoServer
dist/*
- name: Add to Release - name: Add to Release
uses: softprops/action-gh-release@975c1b265e11dd76618af1c374e7981f9a6ff44a uses: softprops/action-gh-release@975c1b265e11dd76618af1c374e7981f9a6ff44a
with: with:

View File

@@ -26,7 +26,7 @@ jobs:
- name: "Install dependencies" - name: "Install dependencies"
run: | 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 python ModuleUpdate.py --append "WebHostLib/requirements.txt" --force --yes
- name: "pyright: strict check on specific files" - name: "pyright: strict check on specific files"

2
.gitignore vendored
View File

@@ -4,13 +4,11 @@
*_Spoiler.txt *_Spoiler.txt
*.bmbp *.bmbp
*.apbp *.apbp
*.apcivvi
*.apl2ac *.apl2ac
*.apm3 *.apm3
*.apmc *.apmc
*.apz5 *.apz5
*.aptloz *.aptloz
*.aptww
*.apemerald *.apemerald
*.pyc *.pyc
*.pyd *.pyd

View File

@@ -511,7 +511,7 @@ if __name__ == '__main__':
import colorama import colorama
colorama.just_fix_windows_console() colorama.init()
asyncio.run(main()) asyncio.run(main())
colorama.deinit() colorama.deinit()

View File

@@ -19,7 +19,6 @@ import Options
import Utils import Utils
if TYPE_CHECKING: if TYPE_CHECKING:
from entrance_rando import ERPlacementState
from worlds import AutoWorld from worlds import AutoWorld
@@ -223,7 +222,7 @@ class MultiWorld():
AutoWorld.AutoWorldRegister.world_types[self.game[player]].options_dataclass.type_hints} AutoWorld.AutoWorldRegister.world_types[self.game[player]].options_dataclass.type_hints}
for option_key in all_keys: for option_key in all_keys:
option = Utils.DeprecateDict(f"Getting options from multiworld is now deprecated. " option = Utils.DeprecateDict(f"Getting options from multiworld is now deprecated. "
f"Please use `self.options.{option_key}` instead.", True) f"Please use `self.options.{option_key}` instead.")
option.update(getattr(args, option_key, {})) option.update(getattr(args, option_key, {}))
setattr(self, option_key, option) setattr(self, option_key, option)
@@ -427,12 +426,12 @@ class MultiWorld():
def get_location(self, location_name: str, player: int) -> Location: def get_location(self, location_name: str, player: int) -> Location:
return self.regions.location_cache[player][location_name] return self.regions.location_cache[player][location_name]
def get_all_state(self, use_cache: bool, allow_partial_entrances: bool = False) -> CollectionState: def get_all_state(self, use_cache: bool) -> CollectionState:
cached = getattr(self, "_all_state", None) cached = getattr(self, "_all_state", None)
if use_cache and cached: if use_cache and cached:
return cached.copy() return cached.copy()
ret = CollectionState(self, allow_partial_entrances) ret = CollectionState(self)
for item in self.itempool: for item in self.itempool:
self.worlds[item.player].collect(ret, item) self.worlds[item.player].collect(ret, item)
@@ -616,7 +615,7 @@ class MultiWorld():
locations: Set[Location] = set() locations: Set[Location] = set()
events: Set[Location] = set() events: Set[Location] = set()
for location in self.get_filled_locations(): for location in self.get_filled_locations():
if type(location.item.code) is int and type(location.address) is int: if type(location.item.code) is int:
locations.add(location) locations.add(location)
else: else:
events.add(location) events.add(location)
@@ -718,11 +717,10 @@ class CollectionState():
path: Dict[Union[Region, Entrance], PathValue] path: Dict[Union[Region, Entrance], PathValue]
locations_checked: Set[Location] locations_checked: Set[Location]
stale: Dict[int, bool] stale: Dict[int, bool]
allow_partial_entrances: bool
additional_init_functions: List[Callable[[CollectionState, MultiWorld], None]] = [] additional_init_functions: List[Callable[[CollectionState, MultiWorld], None]] = []
additional_copy_functions: List[Callable[[CollectionState, CollectionState], CollectionState]] = [] additional_copy_functions: List[Callable[[CollectionState, CollectionState], CollectionState]] = []
def __init__(self, parent: MultiWorld, allow_partial_entrances: bool = False): def __init__(self, parent: MultiWorld):
self.prog_items = {player: Counter() for player in parent.get_all_ids()} self.prog_items = {player: Counter() for player in parent.get_all_ids()}
self.multiworld = parent self.multiworld = parent
self.reachable_regions = {player: set() for player in parent.get_all_ids()} self.reachable_regions = {player: set() for player in parent.get_all_ids()}
@@ -731,7 +729,6 @@ class CollectionState():
self.path = {} self.path = {}
self.locations_checked = set() self.locations_checked = set()
self.stale = {player: True for player in parent.get_all_ids()} self.stale = {player: True for player in parent.get_all_ids()}
self.allow_partial_entrances = allow_partial_entrances
for function in self.additional_init_functions: for function in self.additional_init_functions:
function(self, parent) function(self, parent)
for items in parent.precollected_items.values(): for items in parent.precollected_items.values():
@@ -766,8 +763,6 @@ class CollectionState():
if new_region in reachable_regions: if new_region in reachable_regions:
blocked_connections.remove(connection) blocked_connections.remove(connection)
elif connection.can_reach(self): elif connection.can_reach(self):
if self.allow_partial_entrances and not new_region:
continue
assert new_region, f"tried to search through an Entrance \"{connection}\" with no connected Region" assert new_region, f"tried to search through an Entrance \"{connection}\" with no connected Region"
reachable_regions.add(new_region) reachable_regions.add(new_region)
blocked_connections.remove(connection) blocked_connections.remove(connection)
@@ -793,9 +788,7 @@ class CollectionState():
if new_region in reachable_regions: if new_region in reachable_regions:
blocked_connections.remove(connection) blocked_connections.remove(connection)
elif connection.can_reach(self): elif connection.can_reach(self):
if self.allow_partial_entrances and not new_region: assert new_region, f"tried to search through an Entrance \"{connection}\" with no Region"
continue
assert new_region, f"tried to search through an Entrance \"{connection}\" with no connected Region"
reachable_regions.add(new_region) reachable_regions.add(new_region)
blocked_connections.remove(connection) blocked_connections.remove(connection)
blocked_connections.update(new_region.exits) blocked_connections.update(new_region.exits)
@@ -815,7 +808,6 @@ class CollectionState():
ret.advancements = self.advancements.copy() ret.advancements = self.advancements.copy()
ret.path = self.path.copy() ret.path = self.path.copy()
ret.locations_checked = self.locations_checked.copy() ret.locations_checked = self.locations_checked.copy()
ret.allow_partial_entrances = self.allow_partial_entrances
for function in self.additional_copy_functions: for function in self.additional_copy_functions:
ret = function(self, ret) ret = function(self, ret)
return ret return ret
@@ -869,40 +861,21 @@ class CollectionState():
def has(self, item: str, player: int, count: int = 1) -> bool: def has(self, item: str, player: int, count: int = 1) -> bool:
return self.prog_items[player][item] >= count 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: def has_all(self, items: Iterable[str], player: int) -> bool:
"""Returns True if each item name of items is in state at least once.""" """Returns True if each item name of items is in state at least once."""
player_prog_items = self.prog_items[player] return all(self.prog_items[player][item] for item in items)
for item in items:
if not player_prog_items[item]:
return False
return True
def has_any(self, items: Iterable[str], player: int) -> bool: 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.""" """Returns True if at least one item name of items is in state at least once."""
player_prog_items = self.prog_items[player] return any(self.prog_items[player][item] for item in items)
for item in items:
if player_prog_items[item]:
return True
return False
def has_all_counts(self, item_counts: Mapping[str, int], player: int) -> bool: 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.""" """Returns True if each item name is in the state at least as many times as specified."""
player_prog_items = self.prog_items[player] return all(self.prog_items[player][item] >= count for item, count in item_counts.items())
for item, count in item_counts.items():
if player_prog_items[item] < count:
return False
return True
def has_any_count(self, item_counts: Mapping[str, int], player: int) -> bool: 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.""" """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] return any(self.prog_items[player][item] >= count for item, count in item_counts.items())
for item, count in item_counts.items():
if player_prog_items[item] >= count:
return True
return False
def count(self, item: str, player: int) -> int: def count(self, item: str, player: int) -> int:
return self.prog_items[player][item] return self.prog_items[player][item]
@@ -930,20 +903,11 @@ class CollectionState():
def count_from_list(self, items: Iterable[str], player: int) -> int: def count_from_list(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state.""" """Returns the cumulative count of items from a list present in state."""
player_prog_items = self.prog_items[player] return sum(self.prog_items[player][item_name] for item_name in items)
total = 0
for item_name in items:
total += player_prog_items[item_name]
return total
def count_from_list_unique(self, items: Iterable[str], player: int) -> int: 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.""" """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] return sum(self.prog_items[player][item_name] > 0 for item_name in items)
total = 0
for item_name in items:
if player_prog_items[item_name] > 0:
total += 1
return total
# item name group related # item name group related
def has_group(self, item_name_group: str, player: int, count: int = 1) -> bool: def has_group(self, item_name_group: str, player: int, count: int = 1) -> bool:
@@ -1008,11 +972,6 @@ class CollectionState():
self.stale[item.player] = True self.stale[item.player] = True
class EntranceType(IntEnum):
ONE_WAY = 1
TWO_WAY = 2
class Entrance: class Entrance:
access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True) access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True)
hide_path: bool = False hide_path: bool = False
@@ -1020,56 +979,30 @@ class Entrance:
name: str name: str
parent_region: Optional[Region] parent_region: Optional[Region]
connected_region: Optional[Region] = None connected_region: Optional[Region] = None
randomization_group: int # LttP specific, TODO: should make a LttPEntrance
randomization_type: EntranceType addresses = None
target = None
def __init__(self, player: int, name: str = "", parent: Optional[Region] = None, def __init__(self, player: int, name: str = "", parent: Optional[Region] = None) -> None:
randomization_group: int = 0, randomization_type: EntranceType = EntranceType.ONE_WAY) -> None:
self.name = name self.name = name
self.parent_region = parent self.parent_region = parent
self.player = player self.player = player
self.randomization_group = randomization_group
self.randomization_type = randomization_type
def can_reach(self, state: CollectionState) -> bool: def can_reach(self, state: CollectionState) -> bool:
assert self.parent_region, f"called can_reach on an Entrance \"{self}\" with no parent_region" assert self.parent_region, f"called can_reach on an Entrance \"{self}\" with no parent_region"
if self.parent_region.can_reach(state) and self.access_rule(state): if self.parent_region.can_reach(state) and self.access_rule(state):
if not self.hide_path and self not in state.path: if not self.hide_path and not self in state.path:
state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None))) state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
return True return True
return False return False
def connect(self, region: Region) -> None: def connect(self, region: Region, addresses: Any = None, target: Any = None) -> None:
self.connected_region = region self.connected_region = region
self.target = target
self.addresses = addresses
region.entrances.append(self) region.entrances.append(self)
def is_valid_source_transition(self, er_state: "ERPlacementState") -> bool:
"""
Determines whether this is a valid source transition, that is, whether the entrance
randomizer is allowed to pair it to place any other regions. By default, this is the
same as a reachability check, but can be modified by Entrance implementations to add
other restrictions based on the placement state.
:param er_state: The current (partial) state of the ongoing entrance randomization
"""
return self.can_reach(er_state.collection_state)
def can_connect_to(self, other: Entrance, dead_end: bool, er_state: "ERPlacementState") -> bool:
"""
Determines whether a given Entrance is a valid target transition, that is, whether
the entrance randomizer is allowed to pair this Entrance to that Entrance. By default,
only allows connection between entrances of the same type (one ways only go to one ways,
two ways always go to two ways) and prevents connecting an exit to itself in coupled mode.
:param other: The proposed Entrance to connect to
:param dead_end: Whether the other entrance considered a dead end by Entrance randomization
:param er_state: The current (partial) state of the ongoing entrance randomization
"""
# the implementation of coupled causes issues for self-loops since the reverse entrance will be the
# same as the forward entrance. In uncoupled they are ok.
return self.randomization_type == other.randomization_type and (not er_state.coupled or self.name != other.name)
def __repr__(self): def __repr__(self):
multiworld = self.parent_region.multiworld if self.parent_region else None multiworld = self.parent_region.multiworld if self.parent_region else None
return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})' return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})'
@@ -1101,9 +1034,6 @@ class Region:
def __len__(self) -> int: def __len__(self) -> int:
return self._list.__len__() return self._list.__len__()
def __iter__(self):
return iter(self._list)
# This seems to not be needed, but that's a bit suspicious. # This seems to not be needed, but that's a bit suspicious.
# def __del__(self): # def __del__(self):
# self.clear() # self.clear()
@@ -1198,48 +1128,6 @@ class Region:
for location, address in locations.items(): for location, address in locations.items():
self.locations.append(location_type(self.player, location, address, self)) self.locations.append(location_type(self.player, location, address, self))
def add_event(
self,
location_name: str,
item_name: str | None = None,
rule: Callable[[CollectionState], bool] | None = None,
location_type: type[Location] | None = None,
item_type: type[Item] | None = None,
show_in_spoiler: bool = True,
) -> Item:
"""
Adds an event location/item pair to the region.
:param location_name: Name for the event location.
:param item_name: Name for the event item. If not provided, defaults to location_name.
:param rule: Callable to determine access for this event location within its region.
:param location_type: Location class to create the event location with. Defaults to BaseClasses.Location.
:param item_type: Item class to create the event item with. Defaults to BaseClasses.Item.
:param show_in_spoiler: Will be passed along to the created event Location's show_in_spoiler attribute.
:return: The created Event Item
"""
if location_type is None:
location_type = Location
if item_name is None:
item_name = location_name
if item_type is None:
item_type = Item
event_location = location_type(self.player, location_name, None, self)
event_location.show_in_spoiler = show_in_spoiler
if rule is not None:
event_location.access_rule = rule
event_item = item_type(item_name, ItemClassification.progression, None, self.player)
event_location.place_locked_item(event_item)
self.locations.append(event_location)
return event_item
def connect(self, connecting_region: Region, name: Optional[str] = None, def connect(self, connecting_region: Region, name: Optional[str] = None,
rule: Optional[Callable[[CollectionState], bool]] = None) -> Entrance: rule: Optional[Callable[[CollectionState], bool]] = None) -> Entrance:
""" """
@@ -1264,16 +1152,6 @@ class Region:
self.exits.append(exit_) self.exits.append(exit_)
return exit_ return exit_
def create_er_target(self, name: str) -> Entrance:
"""
Creates and returns an Entrance object as an entrance to this region
:param name: name of the Entrance being created
"""
entrance = self.entrance_type(self.player, name)
entrance.connect(self)
return entrance
def add_exits(self, exits: Union[Iterable[str], Dict[str, Optional[str]]], def add_exits(self, exits: Union[Iterable[str], Dict[str, Optional[str]]],
rules: Dict[str, Callable[[CollectionState], bool]] = None) -> List[Entrance]: rules: Dict[str, Callable[[CollectionState], bool]] = None) -> List[Entrance]:
""" """
@@ -1350,6 +1228,9 @@ class Location:
multiworld = self.parent_region.multiworld if self.parent_region and self.parent_region.multiworld else None multiworld = self.parent_region.multiworld if self.parent_region and self.parent_region.multiworld else None
return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})' return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})'
def __hash__(self):
return hash((self.name, self.player))
def __lt__(self, other: Location): def __lt__(self, other: Location):
return (self.player, self.name) < (other.player, other.name) return (self.player, self.name) < (other.player, other.name)
@@ -1373,26 +1254,13 @@ class Location:
class ItemClassification(IntFlag): class ItemClassification(IntFlag):
filler = 0b0000 filler = 0b0000 # aka trash, as in filler items like ammo, currency etc,
""" aka trash, as in filler items like ammo, currency etc """ progression = 0b0001 # Item that is logically relevant
useful = 0b0010 # Item that is generally quite useful, but not required for anything logical
progression = 0b0001 trap = 0b0100 # detrimental item
""" Item that is logically relevant. skip_balancing = 0b1000 # should technically never occur on its own
Protects this item from being placed on excluded or unreachable locations. """ # Item that is logically relevant, but progression balancing should not touch.
# Typically currency or other counted items.
useful = 0b0010
""" Item that is especially useful.
Protects this item from being placed on excluded or unreachable locations.
When combined with another flag like "progression", it means "an especially useful progression item". """
trap = 0b0100
""" Item that is detrimental in some way. """
skip_balancing = 0b1000
""" should technically never occur on its own
Item that is logically relevant, but progression balancing should not touch.
Typically currency or other counted items. """
progression_skip_balancing = 0b1001 # only progression gets balanced progression_skip_balancing = 0b1001 # only progression gets balanced
def as_flag(self) -> int: def as_flag(self) -> int:
@@ -1453,10 +1321,6 @@ class Item:
def flags(self) -> int: def flags(self) -> int:
return self.classification.as_flag() return self.classification.as_flag()
@property
def is_event(self) -> bool:
return self.code is None
def __eq__(self, other: object) -> bool: def __eq__(self, other: object) -> bool:
if not isinstance(other, Item): if not isinstance(other, Item):
return NotImplemented return NotImplemented

View File

@@ -31,7 +31,6 @@ import ssl
if typing.TYPE_CHECKING: if typing.TYPE_CHECKING:
import kvui import kvui
import argparse
logger = logging.getLogger("Client") logger = logging.getLogger("Client")
@@ -196,11 +195,25 @@ class CommonContext:
self.lookup_type: typing.Literal["item", "location"] = lookup_type self.lookup_type: typing.Literal["item", "location"] = lookup_type
self._unknown_item: typing.Callable[[int], str] = lambda key: f"Unknown {lookup_type} (ID: {key})" self._unknown_item: typing.Callable[[int], str] = lambda key: f"Unknown {lookup_type} (ID: {key})"
self._archipelago_lookup: typing.Dict[int, str] = {} self._archipelago_lookup: typing.Dict[int, str] = {}
self._flat_store: typing.Dict[int, str] = Utils.KeyedDefaultDict(self._unknown_item)
self._game_store: typing.Dict[str, typing.ChainMap[int, str]] = collections.defaultdict( self._game_store: typing.Dict[str, typing.ChainMap[int, str]] = collections.defaultdict(
lambda: collections.ChainMap(self._archipelago_lookup, Utils.KeyedDefaultDict(self._unknown_item))) lambda: collections.ChainMap(self._archipelago_lookup, Utils.KeyedDefaultDict(self._unknown_item)))
self.warned: bool = False
# noinspection PyTypeChecker # noinspection PyTypeChecker
def __getitem__(self, key: str) -> typing.Mapping[int, str]: def __getitem__(self, key: str) -> typing.Mapping[int, str]:
# TODO: In a future version (0.6.0?) this should be simplified by removing implicit id lookups support.
if isinstance(key, int):
if not self.warned:
# Use warnings instead of logger to avoid deprecation message from appearing on user side.
self.warned = True
warnings.warn(f"Implicit name lookup by id only is deprecated and only supported to maintain "
f"backwards compatibility for now. If multiple games share the same id for a "
f"{self.lookup_type}, name could be incorrect. Please use "
f"`{self.lookup_type}_names.lookup_in_game()` or "
f"`{self.lookup_type}_names.lookup_in_slot()` instead.")
return self._flat_store[key] # type: ignore
return self._game_store[key] return self._game_store[key]
def __len__(self) -> int: def __len__(self) -> int:
@@ -240,6 +253,7 @@ class CommonContext:
id_to_name_lookup_table = Utils.KeyedDefaultDict(self._unknown_item) id_to_name_lookup_table = Utils.KeyedDefaultDict(self._unknown_item)
id_to_name_lookup_table.update({code: name for name, code in name_to_id_lookup_table.items()}) id_to_name_lookup_table.update({code: name for name, code in name_to_id_lookup_table.items()})
self._game_store[game] = collections.ChainMap(self._archipelago_lookup, id_to_name_lookup_table) self._game_store[game] = collections.ChainMap(self._archipelago_lookup, id_to_name_lookup_table)
self._flat_store.update(id_to_name_lookup_table) # Only needed for legacy lookup method.
if game == "Archipelago": if game == "Archipelago":
# Keep track of the Archipelago data package separately so if it gets updated in a custom datapackage, # Keep track of the Archipelago data package separately so if it gets updated in a custom datapackage,
# it updates in all chain maps automatically. # it updates in all chain maps automatically.
@@ -341,6 +355,7 @@ class CommonContext:
self.item_names = self.NameLookupDict(self, "item") self.item_names = self.NameLookupDict(self, "item")
self.location_names = self.NameLookupDict(self, "location") self.location_names = self.NameLookupDict(self, "location")
self.versions = {}
self.checksums = {} self.checksums = {}
self.jsontotextparser = JSONtoTextParser(self) self.jsontotextparser = JSONtoTextParser(self)
@@ -397,8 +412,7 @@ class CommonContext:
await self.server.socket.close() await self.server.socket.close()
if self.server_task is not None: if self.server_task is not None:
await self.server_task await self.server_task
if self.ui: self.ui.update_hints()
self.ui.update_hints()
async def send_msgs(self, msgs: typing.List[typing.Any]) -> None: async def send_msgs(self, msgs: typing.List[typing.Any]) -> None:
""" `msgs` JSON serializable """ """ `msgs` JSON serializable """
@@ -445,13 +459,6 @@ class CommonContext:
await self.send_msgs([payload]) await self.send_msgs([payload])
await self.send_msgs([{"cmd": "Get", "keys": ["_read_race_mode"]}]) 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: async def console_input(self) -> str:
if self.ui: if self.ui:
self.ui.focus_textinput() self.ui.focus_textinput()
@@ -555,6 +562,7 @@ class CommonContext:
# DataPackage # DataPackage
async def prepare_data_package(self, relevant_games: typing.Set[str], async def prepare_data_package(self, relevant_games: typing.Set[str],
remote_date_package_versions: typing.Dict[str, int],
remote_data_package_checksums: typing.Dict[str, str]): remote_data_package_checksums: typing.Dict[str, str]):
"""Validate that all data is present for the current multiworld. """Validate that all data is present for the current multiworld.
Download, assimilate and cache missing data from the server.""" Download, assimilate and cache missing data from the server."""
@@ -563,26 +571,33 @@ class CommonContext:
needed_updates: typing.Set[str] = set() needed_updates: typing.Set[str] = set()
for game in relevant_games: for game in relevant_games:
if game not in remote_data_package_checksums: if game not in remote_date_package_versions and game not in remote_data_package_checksums:
continue continue
remote_version: int = remote_date_package_versions.get(game, 0)
remote_checksum: typing.Optional[str] = remote_data_package_checksums.get(game) remote_checksum: typing.Optional[str] = remote_data_package_checksums.get(game)
if not remote_checksum: # custom data package and no checksum for this game if remote_version == 0 and not remote_checksum: # custom data package and no checksum for this game
needed_updates.add(game) needed_updates.add(game)
continue continue
cached_version: int = self.versions.get(game, 0)
cached_checksum: typing.Optional[str] = self.checksums.get(game) cached_checksum: typing.Optional[str] = self.checksums.get(game)
# no action required if cached version is new enough # no action required if cached version is new enough
if remote_checksum != cached_checksum: if (not remote_checksum and (remote_version > cached_version or remote_version == 0)) \
or remote_checksum != cached_checksum:
local_version: int = network_data_package["games"].get(game, {}).get("version", 0)
local_checksum: typing.Optional[str] = network_data_package["games"].get(game, {}).get("checksum") local_checksum: typing.Optional[str] = network_data_package["games"].get(game, {}).get("checksum")
if remote_checksum == local_checksum: if ((remote_checksum or remote_version <= local_version and remote_version != 0)
and remote_checksum == local_checksum):
self.update_game(network_data_package["games"][game], game) self.update_game(network_data_package["games"][game], game)
else: else:
cached_game = Utils.load_data_package_for_checksum(game, remote_checksum) cached_game = Utils.load_data_package_for_checksum(game, remote_checksum)
cache_version: int = cached_game.get("version", 0)
cache_checksum: typing.Optional[str] = cached_game.get("checksum") cache_checksum: typing.Optional[str] = cached_game.get("checksum")
# download remote version if cache is not new enough # download remote version if cache is not new enough
if remote_checksum != cache_checksum: if (not remote_checksum and (remote_version > cache_version or remote_version == 0)) \
or remote_checksum != cache_checksum:
needed_updates.add(game) needed_updates.add(game)
else: else:
self.update_game(cached_game, game) self.update_game(cached_game, game)
@@ -592,6 +607,7 @@ class CommonContext:
def update_game(self, game_package: dict, game: str): def update_game(self, game_package: dict, game: str):
self.item_names.update_game(game, game_package["item_name_to_id"]) self.item_names.update_game(game, game_package["item_name_to_id"])
self.location_names.update_game(game, game_package["location_name_to_id"]) self.location_names.update_game(game, game_package["location_name_to_id"])
self.versions[game] = game_package.get("version", 0)
self.checksums[game] = game_package.get("checksum") self.checksums[game] = game_package.get("checksum")
def update_data_package(self, data_package: dict): def update_data_package(self, data_package: dict):
@@ -600,6 +616,9 @@ class CommonContext:
def consume_network_data_package(self, data_package: dict): def consume_network_data_package(self, data_package: dict):
self.update_data_package(data_package) self.update_data_package(data_package)
current_cache = Utils.persistent_load().get("datapackage", {}).get("games", {})
current_cache.update(data_package["games"])
Utils.persistent_store("datapackage", "games", current_cache)
logger.info(f"Got new ID/Name DataPackage for {', '.join(data_package['games'])}") logger.info(f"Got new ID/Name DataPackage for {', '.join(data_package['games'])}")
for game, game_data in data_package["games"].items(): for game, game_data in data_package["games"].items():
Utils.store_data_package_for_checksum(game, game_data) Utils.store_data_package_for_checksum(game, game_data)
@@ -682,16 +701,8 @@ class CommonContext:
logger.exception(msg, exc_info=exc_info, extra={'compact_gui': True}) logger.exception(msg, exc_info=exc_info, extra={'compact_gui': True})
self._messagebox_connection_loss = self.gui_error(msg, exc_info[1]) self._messagebox_connection_loss = self.gui_error(msg, exc_info[1])
def make_gui(self) -> "type[kvui.GameManager]": 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"""
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")`
"""
from kvui import GameManager from kvui import GameManager
class TextManager(GameManager): class TextManager(GameManager):
@@ -862,8 +873,9 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
logger.info(' %s (Player %d)' % (network_player.alias, network_player.slot)) logger.info(' %s (Player %d)' % (network_player.alias, network_player.slot))
# update data package # update data package
data_package_versions = args.get("datapackage_versions", {})
data_package_checksums = args.get("datapackage_checksums", {}) data_package_checksums = args.get("datapackage_checksums", {})
await ctx.prepare_data_package(set(args["games"]), data_package_checksums) await ctx.prepare_data_package(set(args["games"]), data_package_versions, data_package_checksums)
await ctx.server_auth(args['password']) await ctx.server_auth(args['password'])
@@ -879,7 +891,6 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
ctx.disconnected_intentionally = True ctx.disconnected_intentionally = True
ctx.event_invalid_game() ctx.event_invalid_game()
elif 'IncompatibleVersion' in errors: elif 'IncompatibleVersion' in errors:
ctx.disconnected_intentionally = True
raise Exception('Server reported your client version as incompatible. ' raise Exception('Server reported your client version as incompatible. '
'This probably means you have to update.') 'This probably means you have to update.')
elif 'InvalidItemsHandling' in errors: elif 'InvalidItemsHandling' in errors:
@@ -1030,32 +1041,6 @@ def get_base_parser(description: typing.Optional[str] = None):
return parser 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): def run_as_textclient(*args):
class TextContext(CommonContext): class TextContext(CommonContext):
# Text Mode to use !hint and such with games that have no text entry # Text Mode to use !hint and such with games that have no text entry
@@ -1068,7 +1053,7 @@ def run_as_textclient(*args):
if password_requested and not self.password: if password_requested and not self.password:
await super(TextContext, self).server_auth(password_requested) await super(TextContext, self).server_auth(password_requested)
await self.get_username() await self.get_username()
await self.send_connect(game="") await self.send_connect()
def on_package(self, cmd: str, args: dict): def on_package(self, cmd: str, args: dict):
if cmd == "Connected": if cmd == "Connected":
@@ -1097,10 +1082,20 @@ def run_as_textclient(*args):
parser.add_argument("url", nargs="?", help="Archipelago connection url") parser.add_argument("url", nargs="?", help="Archipelago connection url")
args = parser.parse_args(args) 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 # use colorama to display colored text highlighting on windows
colorama.just_fix_windows_console() colorama.init()
asyncio.run(main(args)) asyncio.run(main(args))
colorama.deinit() colorama.deinit()

View File

@@ -261,7 +261,7 @@ if __name__ == '__main__':
parser = get_base_parser() parser = get_base_parser()
args = parser.parse_args() args = parser.parse_args()
colorama.just_fix_windows_console() colorama.init()
asyncio.run(main(args)) asyncio.run(main(args))
colorama.deinit() colorama.deinit()

12
FactorioClient.py Normal file
View File

@@ -0,0 +1,12 @@
from __future__ import annotations
import ModuleUpdate
ModuleUpdate.update()
from worlds.factorio.Client import check_stdin, launch
import Utils
if __name__ == "__main__":
Utils.init_logging("FactorioClient", exception_logger="Client")
check_stdin()
launch()

70
Fill.py
View File

@@ -75,11 +75,9 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
items_to_place.append(reachable_items[next_player].pop()) items_to_place.append(reachable_items[next_player].pop())
for item in items_to_place: for item in items_to_place:
# The items added into `reachable_items` are placed starting from the end of each deque in for p, pool_item in enumerate(item_pool):
# `reachable_items`, so the items being placed are more likely to be found towards the end of `item_pool`.
for p, pool_item in enumerate(reversed(item_pool), start=1):
if pool_item is item: if pool_item is item:
del item_pool[-p] item_pool.pop(p)
break break
maximum_exploration_state = sweep_from_pool( maximum_exploration_state = sweep_from_pool(
@@ -237,30 +235,18 @@ def remaining_fill(multiworld: MultiWorld,
locations: typing.List[Location], locations: typing.List[Location],
itempool: typing.List[Item], itempool: typing.List[Item],
name: str = "Remaining", name: str = "Remaining",
move_unplaceable_to_start_inventory: bool = False, move_unplaceable_to_start_inventory: bool = False) -> None:
check_location_can_fill: bool = False) -> None:
unplaced_items: typing.List[Item] = [] unplaced_items: typing.List[Item] = []
placements: typing.List[Location] = [] placements: typing.List[Location] = []
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter() swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
total = min(len(itempool), len(locations)) total = min(len(itempool), len(locations))
placed = 0 placed = 0
# Optimisation: Decide whether to do full location.can_fill check (respect excluded), or only check the item rule
if check_location_can_fill:
state = CollectionState(multiworld)
def location_can_fill_item(location_to_fill: Location, item_to_fill: Item):
return location_to_fill.can_fill(state, item_to_fill, check_access=False)
else:
def location_can_fill_item(location_to_fill: Location, item_to_fill: Item):
return location_to_fill.item_rule(item_to_fill)
while locations and itempool: while locations and itempool:
item_to_place = itempool.pop() item_to_place = itempool.pop()
spot_to_fill: typing.Optional[Location] = None spot_to_fill: typing.Optional[Location] = None
for i, location in enumerate(locations): for i, location in enumerate(locations):
if location_can_fill_item(location, item_to_place): if location.item_rule(item_to_place):
# popping by index is faster than removing by content, # popping by index is faster than removing by content,
spot_to_fill = locations.pop(i) spot_to_fill = locations.pop(i)
# skipping a scan for the element # skipping a scan for the element
@@ -281,7 +267,7 @@ def remaining_fill(multiworld: MultiWorld,
location.item = None location.item = None
placed_item.location = None placed_item.location = None
if location_can_fill_item(location, item_to_place): if location.item_rule(item_to_place):
# Add this item to the existing placement, and # Add this item to the existing placement, and
# add the old item to the back of the queue # add the old item to the back of the queue
spot_to_fill = placements.pop(i) spot_to_fill = placements.pop(i)
@@ -350,10 +336,10 @@ def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, lo
if (location.item is not None and location.item.advancement and location.address is not None and not if (location.item is not None and location.item.advancement and location.address is not None and not
location.locked and location.item.player not in minimal_players): location.locked and location.item.player not in minimal_players):
pool.append(location.item) pool.append(location.item)
state.remove(location.item)
location.item = None location.item = None
if location in state.advancements: if location in state.advancements:
state.advancements.remove(location) state.advancements.remove(location)
state.remove(location.item)
locations.append(location) locations.append(location)
if pool and locations: if pool and locations:
locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY) locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
@@ -502,31 +488,22 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if prioritylocations: if prioritylocations:
# "priority fill" # "priority fill"
maximum_exploration_state = sweep_from_pool(multiworld.state) fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
fill_restrictive(multiworld, maximum_exploration_state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking, single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority", one_item_per_player=True, allow_partial=True) name="Priority", one_item_per_player=False)
if prioritylocations:
# retry with one_item_per_player off because some priority fills can fail to fill with that optimization
maximum_exploration_state = sweep_from_pool(multiworld.state)
fill_restrictive(multiworld, maximum_exploration_state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority Retry", one_item_per_player=False)
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool) accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
defaultlocations = prioritylocations + defaultlocations defaultlocations = prioritylocations + defaultlocations
if progitempool: if progitempool:
# "advancement/progression fill" # "advancement/progression fill"
maximum_exploration_state = sweep_from_pool(multiworld.state)
if panic_method == "swap": if panic_method == "swap":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=True, fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=True,
name="Progression", single_player_placement=single_player) name="Progression", single_player_placement=single_player)
elif panic_method == "raise": elif panic_method == "raise":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False, fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
name="Progression", single_player_placement=single_player) name="Progression", single_player_placement=single_player)
elif panic_method == "start_inventory": elif panic_method == "start_inventory":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False, fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
allow_partial=True, name="Progression", single_player_placement=single_player) allow_partial=True, name="Progression", single_player_placement=single_player)
if progitempool: if progitempool:
for item in progitempool: for item in progitempool:
@@ -542,8 +519,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if progitempool: if progitempool:
raise FillError( raise FillError(
f"Not enough locations for progression items. " f"Not enough locations for progression items. "
f"There are {len(progitempool)} more progression items than there are available locations.\n" f"There are {len(progitempool)} more progression items than there are available locations.",
f"Unfilled locations:\n{multiworld.get_unfilled_locations()}.",
multiworld=multiworld, multiworld=multiworld,
) )
accessibility_corrections(multiworld, multiworld.state, defaultlocations) accessibility_corrections(multiworld, multiworld.state, defaultlocations)
@@ -561,7 +537,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if excludedlocations: if excludedlocations:
raise FillError( raise FillError(
f"Not enough filler items for excluded locations. " f"Not enough filler items for excluded locations. "
f"There are {len(excludedlocations)} more excluded locations than excludable items.", f"There are {len(excludedlocations)} more excluded locations than filler or trap items.",
multiworld=multiworld, multiworld=multiworld,
) )
@@ -582,26 +558,6 @@ def distribute_items_restrictive(multiworld: MultiWorld,
print_data = {"items": items_counter, "locations": locations_counter} print_data = {"items": items_counter, "locations": locations_counter}
logging.info(f"Per-Player counts: {print_data})") 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: def flood_items(multiworld: MultiWorld) -> None:
# get items to distribute # 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 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('--race', action='store_true', default=defaults.race)
parser.add_argument('--meta_file_path', default=defaults.meta_file_path) 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_level', default='info', help='Sets log level')
parser.add_argument('--log_time', help="Add timestamps to STDOUT",
default=defaults.logtime, action='store_true')
parser.add_argument("--csv_output", action="store_true", parser.add_argument("--csv_output", action="store_true",
help="Output rolled player options to csv (made for async multiworld).") help="Output rolled player options to csv (made for async multiworld).")
parser.add_argument("--plando", default=defaults.plando_options, parser.add_argument("--plando", default=defaults.plando_options,
@@ -54,22 +52,12 @@ def mystery_argparse():
parser.add_argument("--skip_output", action="store_true", parser.add_argument("--skip_output", action="store_true",
help="Skips generation assertion and output stages and skips multidata and spoiler output. " help="Skips generation assertion and output stages and skips multidata and spoiler output. "
"Intended for debugging and testing purposes.") "Intended for debugging and testing purposes.")
parser.add_argument("--spoiler_only", action="store_true",
help="Skips generation assertion and multidata, outputting only a spoiler log. "
"Intended for debugging and testing purposes.")
args = parser.parse_args() args = parser.parse_args()
if args.skip_output and args.spoiler_only:
parser.error("Cannot mix --skip_output and --spoiler_only")
elif args.spoiler == 0 and args.spoiler_only:
parser.error("Cannot use --spoiler_only when --spoiler=0. Use --skip_output or set --spoiler to a different value")
if not os.path.isabs(args.weights_file_path): if not os.path.isabs(args.weights_file_path):
args.weights_file_path = os.path.join(args.player_files_path, args.weights_file_path) args.weights_file_path = os.path.join(args.player_files_path, args.weights_file_path)
if not os.path.isabs(args.meta_file_path): if not os.path.isabs(args.meta_file_path):
args.meta_file_path = os.path.join(args.player_files_path, args.meta_file_path) args.meta_file_path = os.path.join(args.player_files_path, args.meta_file_path)
args.plando: PlandoOptions = PlandoOptions.from_option_string(args.plando) args.plando: PlandoOptions = PlandoOptions.from_option_string(args.plando)
return args return args
@@ -87,7 +75,7 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
seed = get_seed(args.seed) 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) random.seed(seed)
seed_name = get_seed_name(random) seed_name = get_seed_name(random)
@@ -118,8 +106,6 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
raise Exception("Cannot mix --sameoptions with --meta") raise Exception("Cannot mix --sameoptions with --meta")
else: else:
meta_weights = None meta_weights = None
player_id = 1 player_id = 1
player_files = {} player_files = {}
for file in os.scandir(args.player_files_path): for file in os.scandir(args.player_files_path):
@@ -176,7 +162,6 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
erargs.outputpath = args.outputpath erargs.outputpath = args.outputpath
erargs.skip_prog_balancing = args.skip_prog_balancing erargs.skip_prog_balancing = args.skip_prog_balancing
erargs.skip_output = args.skip_output erargs.skip_output = args.skip_output
erargs.spoiler_only = args.spoiler_only
erargs.name = {} erargs.name = {}
erargs.csv_output = args.csv_output erargs.csv_output = args.csv_output
@@ -252,20 +237,7 @@ def read_weights_yamls(path) -> Tuple[Any, ...]:
except Exception as e: except Exception as e:
raise Exception(f"Failed to read weights ({path})") from e raise Exception(f"Failed to read weights ({path})") from e
from yaml.error import MarkedYAMLError return tuple(parse_yamls(yaml))
try:
return tuple(parse_yamls(yaml))
except MarkedYAMLError as ex:
if ex.problem_mark:
lines = yaml.splitlines()
if ex.context_mark:
relevant_lines = "\n".join(lines[ex.context_mark.line:ex.problem_mark.line+1])
else:
relevant_lines = lines[ex.problem_mark.line]
error_line = " " * ex.problem_mark.column + "^"
raise Exception(f"{ex.context} {ex.problem} on line {ex.problem_mark.line}:"
f"\n{relevant_lines}\n{error_line}")
raise ex
def interpret_on_off(value) -> bool: def interpret_on_off(value) -> bool:
@@ -305,30 +277,22 @@ def get_choice(option, root, value=None) -> Any:
raise RuntimeError(f"All options specified in \"{option}\" are weighted as zero.") raise RuntimeError(f"All options specified in \"{option}\" are weighted as zero.")
class SafeFormatter(string.Formatter): class SafeDict(dict):
def get_value(self, key, args, kwargs): def __missing__(self, key):
if isinstance(key, int): return '{' + key + '}'
if key < len(args):
return args[key]
else:
return "{" + str(key) + "}"
else:
return kwargs.get(key, "{" + key + "}")
def handle_name(name: str, player: int, name_counter: Counter): def handle_name(name: str, player: int, name_counter: Counter):
name_counter[name.lower()] += 1 name_counter[name.lower()] += 1
number = name_counter[name.lower()] number = name_counter[name.lower()]
new_name = "%".join([x.replace("%number%", "{number}").replace("%player%", "{player}") for x in name.split("%%")]) new_name = "%".join([x.replace("%number%", "{number}").replace("%player%", "{player}") for x in name.split("%%")])
new_name = string.Formatter().vformat(new_name, (), SafeDict(number=number,
new_name = SafeFormatter().vformat(new_name, (), {"number": number, NUMBER=(number if number > 1 else ''),
"NUMBER": (number if number > 1 else ''), player=player,
"player": player, PLAYER=(player if player > 1 else '')))
"PLAYER": (player if player > 1 else '')})
# Run .strip twice for edge case where after the initial .slice new_name has a leading whitespace. # Run .strip twice for edge case where after the initial .slice new_name has a leading whitespace.
# Could cause issues for some clients that cannot handle the additional whitespace. # Could cause issues for some clients that cannot handle the additional whitespace.
new_name = new_name.strip()[:16].strip() new_name = new_name.strip()[:16].strip()
if new_name == "Archipelago": if new_name == "Archipelago":
raise Exception(f"You cannot name yourself \"{new_name}\"") raise Exception(f"You cannot name yourself \"{new_name}\"")
return new_name return new_name
@@ -469,20 +433,12 @@ def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str,
def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.bosses): def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.bosses):
"""
Roll options from specified weights, usually originating from a .yaml options file.
Important note:
The same weights dict is shared between all slots using the same yaml (e.g. generic weights file for filler slots).
This means it should never be modified without making a deepcopy first.
"""
from worlds import AutoWorldRegister from worlds import AutoWorldRegister
if "linked_options" in weights: if "linked_options" in weights:
weights = roll_linked_options(weights) weights = roll_linked_options(weights)
valid_keys = {"triggers"} valid_keys = set()
if "triggers" in weights: if "triggers" in weights:
weights = roll_triggers(weights, weights["triggers"], valid_keys) weights = roll_triggers(weights, weights["triggers"], valid_keys)
@@ -541,23 +497,15 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
for option_key, option in world_type.options_dataclass.type_hints.items(): for option_key, option in world_type.options_dataclass.type_hints.items():
handle_option(ret, game_weights, option_key, option, plando_options) handle_option(ret, game_weights, option_key, option, plando_options)
valid_keys.add(option_key) valid_keys.add(option_key)
for option_key in game_weights:
# TODO remove plando_items after moving it to the options system if option_key in {"triggers", *valid_keys}:
valid_keys.add("plando_items") continue
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers.")
if PlandoOptions.items in plando_options: if PlandoOptions.items in plando_options:
ret.plando_items = copy.deepcopy(game_weights.get("plando_items", [])) ret.plando_items = copy.deepcopy(game_weights.get("plando_items", []))
if ret.game == "A Link to the Past": 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) 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:
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}.")
return ret return ret

View File

@@ -1,7 +1,7 @@
MIT License MIT License
Copyright (c) 2017 LLCoolDave Copyright (c) 2017 LLCoolDave
Copyright (c) 2025 Berserker66 Copyright (c) 2022 Berserker66
Copyright (c) 2022 CaitSith2 Copyright (c) 2022 CaitSith2
Copyright (c) 2021 LegendaryLinux Copyright (c) 2021 LegendaryLinux

View File

@@ -1,14 +1,16 @@
""" """
Archipelago Launcher Archipelago launcher for bundled app.
* If run with a patch file as argument, launch corresponding client with the patch file as an argument. * if run with APBP as argument, launch corresponding client.
* If run with component name as argument, run it passing argv[2:] as arguments. * if run with executable as argument, run it passing argv[2:] as arguments
* If run without arguments or unknown arguments, open launcher GUI. * if run without arguments, open launcher GUI
Additional components can be added to worlds.LauncherComponents.components. Scroll down to components= to add components to the launcher as well as setup.py
""" """
import argparse import argparse
import itertools
import logging import logging
import multiprocessing import multiprocessing
import shlex import shlex
@@ -18,11 +20,10 @@ import urllib.parse
import webbrowser import webbrowser
from os.path import isfile from os.path import isfile
from shutil import which from shutil import which
from typing import Callable, Optional, Sequence, Tuple, Union, Any from typing import Callable, Optional, Sequence, Tuple, Union
if __name__ == "__main__": if __name__ == "__main__":
import ModuleUpdate import ModuleUpdate
ModuleUpdate.update() ModuleUpdate.update()
import settings import settings
@@ -84,16 +85,12 @@ def browse_files():
def open_folder(folder_path): def open_folder(folder_path):
if is_linux: if is_linux:
exe = which('xdg-open') or which('gnome-open') or which('kde-open') exe = which('xdg-open') or which('gnome-open') or which('kde-open')
subprocess.Popen([exe, folder_path])
elif is_macos: elif is_macos:
exe = which("open") exe = which("open")
else:
webbrowser.open(folder_path)
return
if exe:
subprocess.Popen([exe, folder_path]) subprocess.Popen([exe, folder_path])
else: else:
logging.warning(f"No file browser available to open {folder_path}") webbrowser.open(folder_path)
def update_settings(): def update_settings():
@@ -108,8 +105,7 @@ components.extend([
Component("Generate Template Options", func=generate_yamls), Component("Generate Template Options", func=generate_yamls),
Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/")), Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/")),
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2")), Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2")),
Component("Unrated/18+ Discord Server", icon="discord", Component("Unrated/18+ Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("Browse Files", func=browse_files), Component("Browse Files", func=browse_files),
]) ])
@@ -118,7 +114,7 @@ def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
url = urllib.parse.urlparse(path) url = urllib.parse.urlparse(path)
queries = urllib.parse.parse_qs(url.query) queries = urllib.parse.parse_qs(url.query)
launch_args = (path, *launch_args) launch_args = (path, *launch_args)
client_component = [] client_component = None
text_client_component = None text_client_component = None
if "game" in queries: if "game" in queries:
game = queries["game"][0] game = queries["game"][0]
@@ -126,40 +122,49 @@ def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
game = "Archipelago" game = "Archipelago"
for component in components: for component in components:
if component.supports_uri and component.game_name == game: if component.supports_uri and component.game_name == game:
client_component.append(component) client_component = component
elif component.display_name == "Text Client": elif component.display_name == "Text Client":
text_client_component = component text_client_component = component
from kvui import MDButton, MDButtonText if client_component is None:
from kivymd.uix.dialog import MDDialog, MDDialogHeadlineText, MDDialogContentContainer, MDDialogSupportingText
from kivymd.uix.divider import MDDivider
if not client_component:
run_component(text_client_component, *launch_args) run_component(text_client_component, *launch_args)
return return
else:
popup_text = MDDialogSupportingText(text="Select client to open and connect with.")
component_buttons = [MDDivider()]
for component in [text_client_component, *client_component]:
component_buttons.append(MDButton(
MDButtonText(text=component.display_name),
on_release=lambda *args, comp=component: run_component(comp, *launch_args),
style="text"
))
component_buttons.append(MDDivider())
MDDialog( from kvui import App, Button, BoxLayout, Label, Window
# Headline
MDDialogHeadlineText(text="Connect to Multiworld"),
# Text
popup_text,
# Content
MDDialogContentContainer(
*component_buttons,
orientation="vertical"
),
).open() class Popup(App):
def __init__(self):
self.title = "Connect to Multiworld"
self.icon = r"data/icon.png"
super().__init__()
def build(self):
layout = BoxLayout(orientation="vertical")
layout.add_widget(Label(text="Select client to open and connect with."))
button_row = BoxLayout(orientation="horizontal", size_hint=(1, 0.4))
text_client_button = Button(
text=text_client_component.display_name,
on_release=lambda *args: run_component(text_client_component, *launch_args)
)
button_row.add_widget(text_client_button)
game_client_button = Button(
text=client_component.display_name,
on_release=lambda *args: run_component(client_component, *launch_args)
)
button_row.add_widget(game_client_button)
layout.add_widget(button_row)
return layout
def _stop(self, *largs):
# see run_gui Launcher _stop comment for details
self.root_window.close()
super()._stop(*largs)
Popup().run()
def identify(path: Union[None, str]) -> Tuple[Union[None, str], Union[None, Component]]: def identify(path: Union[None, str]) -> Tuple[Union[None, str], Union[None, Component]]:
@@ -215,189 +220,100 @@ def launch(exe, in_terminal=False):
subprocess.Popen(exe) subprocess.Popen(exe)
def create_shortcut(button: Any, component: Component) -> None:
from pyshortcuts import make_shortcut
script = sys.argv[0]
wkdir = Utils.local_path()
script = f"{script} \"{component.display_name}\""
make_shortcut(script, name=f"Archipelago {component.display_name}", icon=local_path("data", "icon.ico"),
startmenu=False, terminal=False, working_dir=wkdir)
button.menu.dismiss()
refresh_components: Optional[Callable[[], None]] = None refresh_components: Optional[Callable[[], None]] = None
def run_gui(path: str, args: Any) -> None: def run_gui():
from kvui import (ThemedApp, MDFloatLayout, MDGridLayout, ScrollBox) from kvui import App, ContainerLayout, GridLayout, Button, Label, ScrollBox, Widget, ApAsyncImage
from kivy.properties import ObjectProperty
from kivy.core.window import Window from kivy.core.window import Window
from kivy.metrics import dp from kivy.uix.relativelayout import RelativeLayout
from kivymd.uix.button import MDIconButton, MDButton
from kivymd.uix.card import MDCard
from kivymd.uix.menu import MDDropdownMenu
from kivymd.uix.snackbar import MDSnackbar, MDSnackbarText
from kivymd.uix.textfield import MDTextField
from kivy.lang.builder import Builder class Launcher(App):
class LauncherCard(MDCard):
component: Component | None
image: str
context_button: MDIconButton = ObjectProperty(None)
def __init__(self, *args, component: Component | None = None, image_path: str = "", **kwargs):
self.component = component
self.image = image_path
super().__init__(args, kwargs)
class Launcher(ThemedApp):
base_title: str = "Archipelago Launcher" base_title: str = "Archipelago Launcher"
top_screen: MDFloatLayout = ObjectProperty(None) container: ContainerLayout
navigation: MDGridLayout = ObjectProperty(None) grid: GridLayout
grid: MDGridLayout = ObjectProperty(None) _tool_layout: Optional[ScrollBox] = None
button_layout: ScrollBox = ObjectProperty(None) _client_layout: Optional[ScrollBox] = None
search_box: MDTextField = ObjectProperty(None)
cards: list[LauncherCard]
current_filter: Sequence[str | Type] | None
def __init__(self, ctx=None, path=None, args=None): def __init__(self, ctx=None):
self.title = self.base_title + " " + Utils.__version__ self.title = self.base_title + " " + Utils.__version__
self.ctx = ctx self.ctx = ctx
self.icon = r"data/icon.png" self.icon = r"data/icon.png"
self.favorites = []
self.launch_uri = path
self.launch_args = args
self.cards = []
self.current_filter = (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
persistent = Utils.persistent_load()
if "launcher" in persistent:
if "favorites" in persistent["launcher"]:
self.favorites.extend(persistent["launcher"]["favorites"])
if "filter" in persistent["launcher"]:
if persistent["launcher"]["filter"]:
filters = []
for filter in persistent["launcher"]["filter"].split(", "):
if filter == "favorites":
filters.append(filter)
else:
filters.append(Type[filter])
self.current_filter = filters
super().__init__() super().__init__()
def set_favorite(self, caller): def _refresh_components(self) -> None:
if caller.component.display_name in self.favorites:
self.favorites.remove(caller.component.display_name)
caller.icon = "star-outline"
else:
self.favorites.append(caller.component.display_name)
caller.icon = "star"
def build_card(self, component: Component) -> LauncherCard: def build_button(component: Component) -> Widget:
"""
Builds a card widget for a given component.
:param component: The component associated with the button.
:return: The created Card Widget.
""" """
button_card = LauncherCard(component=component, Builds a button widget for a given component.
image_path=icon_paths[component.icon])
def open_menu(caller): Args:
caller.menu.open() component (Component): The component associated with the button.
menu_items = [ Returns:
{ None. The button is added to the parent grid layout.
"text": "Add shortcut on desktop",
"leading_icon": "laptop",
"on_release": lambda: create_shortcut(button_card.context_button, component)
}
]
button_card.context_button.menu = MDDropdownMenu(caller=button_card.context_button, items=menu_items)
button_card.context_button.bind(on_release=open_menu)
return button_card """
button = Button(text=component.display_name, size_hint_y=None, height=40)
def _refresh_components(self, type_filter: Sequence[str | Type] | None = None) -> None: button.component = component
if not type_filter: button.bind(on_release=self.component_action)
type_filter = [Type.CLIENT, Type.ADJUSTER, Type.TOOL, Type.MISC] if component.icon != "icon":
favorites = "favorites" in type_filter image = ApAsyncImage(source=icon_paths[component.icon],
size=(38, 38), size_hint=(None, 1), pos=(5, 0))
box_layout = RelativeLayout(size_hint_y=None, height=40)
box_layout.add_widget(button)
box_layout.add_widget(image)
return box_layout
return button
# clear before repopulating # clear before repopulating
assert self.button_layout, "must call `build` first" assert self._tool_layout and self._client_layout, "must call `build` first"
tool_children = reversed(self.button_layout.layout.children) tool_children = reversed(self._tool_layout.layout.children)
for child in tool_children: for child in tool_children:
self.button_layout.layout.remove_widget(child) self._tool_layout.layout.remove_widget(child)
client_children = reversed(self._client_layout.layout.children)
for child in client_children:
self._client_layout.layout.remove_widget(child)
cards = [card for card in self.cards if card.component.type in type_filter _tools = {c.display_name: c for c in components if c.type == Type.TOOL}
or favorites and card.component.display_name in self.favorites] _clients = {c.display_name: c for c in components if c.type == Type.CLIENT}
_adjusters = {c.display_name: c for c in components if c.type == Type.ADJUSTER}
_miscs = {c.display_name: c for c in components if c.type == Type.MISC}
self.current_filter = type_filter for (tool, client) in itertools.zip_longest(itertools.chain(
_tools.items(), _miscs.items(), _adjusters.items()
for card in cards: ), _clients.items()):
self.button_layout.layout.add_widget(card) # column 1
if tool:
top = self.button_layout.children[0].y + self.button_layout.children[0].height \ self._tool_layout.layout.add_widget(build_button(tool[1]))
- self.button_layout.height # column 2
scroll_percent = self.button_layout.convert_distance_to_scroll(0, top) if client:
self.button_layout.scroll_y = max(0, min(1, scroll_percent[1])) self._client_layout.layout.add_widget(build_button(client[1]))
def filter_clients_by_type(self, caller: MDButton):
self._refresh_components(caller.type)
self.search_box.text = ""
def filter_clients_by_name(self, caller: MDTextField, name: str) -> None:
if len(name) == 0:
self._refresh_components(self.current_filter)
return
sub_matches = [
card for card in self.cards
if name.lower() in card.component.display_name.lower() and card.component.type != Type.HIDDEN
]
self.button_layout.layout.clear_widgets()
for card in sub_matches:
self.button_layout.layout.add_widget(card)
def build(self): def build(self):
self.top_screen = Builder.load_file(Utils.local_path("data/launcher.kv")) self.container = ContainerLayout()
self.grid = self.top_screen.ids.grid self.grid = GridLayout(cols=2)
self.navigation = self.top_screen.ids.navigation self.container.add_widget(self.grid)
self.button_layout = self.top_screen.ids.button_layout self.grid.add_widget(Label(text="General", size_hint_y=None, height=40))
self.search_box = self.top_screen.ids.search_box self.grid.add_widget(Label(text="Clients", size_hint_y=None, height=40))
self.set_colors() self._tool_layout = ScrollBox()
self.top_screen.md_bg_color = self.theme_cls.backgroundColor self._tool_layout.layout.orientation = "vertical"
self.grid.add_widget(self._tool_layout)
self._client_layout = ScrollBox()
self._client_layout.layout.orientation = "vertical"
self.grid.add_widget(self._client_layout)
self._refresh_components()
global refresh_components global refresh_components
refresh_components = self._refresh_components refresh_components = self._refresh_components
Window.bind(on_drop_file=self._on_drop_file) Window.bind(on_drop_file=self._on_drop_file)
Window.bind(on_keyboard=self._on_keyboard)
for component in components: return self.container
self.cards.append(self.build_card(component))
self._refresh_components(self.current_filter)
# Uncomment to re-enable the Kivy console/live editor
# Ctrl-E to enable it, make sure numlock/capslock is disabled
# from kivy.modules.console import create_console
# create_console(Window, self.top_screen)
return self.top_screen
def on_start(self):
if self.launch_uri:
handle_uri(self.launch_uri, self.launch_args)
self.launch_uri = None
self.launch_args = None
@staticmethod @staticmethod
def component_action(button): def component_action(button):
MDSnackbar(MDSnackbarText(text="Opening in a new window..."), y=dp(24), pos_hint={"center_x": 0.5},
size_hint_x=0.5).open()
if button.component.func: if button.component.func:
button.component.func() button.component.func()
else: else:
@@ -411,28 +327,13 @@ def run_gui(path: str, args: Any) -> None:
else: else:
logging.warning(f"unable to identify component for {file}") logging.warning(f"unable to identify component for {file}")
def _on_keyboard(self, window: Window, key: int, scancode: int, codepoint: str, modifier: list[str]):
# Activate search as soon as we start typing, no matter if we are focused on the search box or not.
# Focus first, then capture the first character we type, otherwise it gets swallowed and lost.
# Limit text input to ASCII non-control characters (space bar to tilde).
if not self.search_box.focus:
self.search_box.focus = True
if key in range(32, 126):
self.search_box.text += codepoint
def _stop(self, *largs): def _stop(self, *largs):
# ran into what appears to be https://groups.google.com/g/kivy-users/c/saWDLoYCSZ4 with PyCharm. # ran into what appears to be https://groups.google.com/g/kivy-users/c/saWDLoYCSZ4 with PyCharm.
# Closing the window explicitly cleans it up. # Closing the window explicitly cleans it up.
self.root_window.close() self.root_window.close()
super()._stop(*largs) super()._stop(*largs)
def on_stop(self): Launcher().run()
Utils.persistent_store("launcher", "favorites", self.favorites)
Utils.persistent_store("launcher", "filter", ", ".join(filter.name if isinstance(filter, Type) else filter
for filter in self.current_filter))
super().on_stop()
Launcher(path=path, args=args).run()
# avoiding Launcher reference leak # avoiding Launcher reference leak
# and don't try to do something with widgets after window closed # and don't try to do something with widgets after window closed
@@ -459,14 +360,16 @@ def main(args: Optional[Union[argparse.Namespace, dict]] = None):
path = args.get("Patch|Game|Component|url", None) path = args.get("Patch|Game|Component|url", None)
if path is not None: if path is not None:
if not path.startswith("archipelago://"): if path.startswith("archipelago://"):
file, component = identify(path) handle_uri(path, args.get("args", ()))
if file: return
args['file'] = file file, component = identify(path)
if component: if file:
args['component'] = component args['file'] = file
if not component: if component:
logging.warning(f"Could not identify Component responsible for {path}") args['component'] = component
if not component:
logging.warning(f"Could not identify Component responsible for {path}")
if args["update_settings"]: if args["update_settings"]:
update_settings() update_settings()
@@ -475,7 +378,7 @@ def main(args: Optional[Union[argparse.Namespace, dict]] = None):
elif "component" in args: elif "component" in args:
run_component(args["component"], *args["args"]) run_component(args["component"], *args["args"])
elif not args["update_settings"]: elif not args["update_settings"]:
run_gui(path, args.get("args", ())) run_gui()
if __name__ == '__main__': if __name__ == '__main__':
@@ -497,7 +400,6 @@ if __name__ == '__main__':
main(parser.parse_args()) main(parser.parse_args())
from worlds.LauncherComponents import processes from worlds.LauncherComponents import processes
for process in processes: for process in processes:
# we await all child processes to close before we tear down the process host # we await all child processes to close before we tear down the process host
# this makes it feel like each one is its own program, as the Launcher is closed now # this makes it feel like each one is its own program, as the Launcher is closed now

View File

@@ -26,14 +26,12 @@ import typing
from CommonClient import (CommonContext, get_base_parser, gui_enabled, logger, from CommonClient import (CommonContext, get_base_parser, gui_enabled, logger,
server_loop) server_loop)
from NetUtils import ClientStatus from NetUtils import ClientStatus
from worlds.ladx import LinksAwakeningWorld
from worlds.ladx.Common import BASE_ID as LABaseID from worlds.ladx.Common import BASE_ID as LABaseID
from worlds.ladx.GpsTracker import GpsTracker from worlds.ladx.GpsTracker import GpsTracker
from worlds.ladx.TrackerConsts import storage_key
from worlds.ladx.ItemTracker import ItemTracker from worlds.ladx.ItemTracker import ItemTracker
from worlds.ladx.LADXR.checkMetadata import checkMetadataTable from worlds.ladx.LADXR.checkMetadata import checkMetadataTable
from worlds.ladx.Locations import get_locations_to_id, meta_to_name from worlds.ladx.Locations import get_locations_to_id, meta_to_name
from worlds.ladx.Tracker import LocationTracker, MagpieBridge, Check from worlds.ladx.Tracker import LocationTracker, MagpieBridge
class GameboyException(Exception): class GameboyException(Exception):
@@ -52,6 +50,22 @@ class BadRetroArchResponse(GameboyException):
pass pass
def magpie_logo():
from kivy.uix.image import CoreImage
binary_data = """
iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAIAAACQkWg2AAAAAXN
SR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA
7DAcdvqGQAAADGSURBVDhPhVLBEcIwDHOYhjHCBuXHj2OTbAL8+
MEGZIxOQ1CinOOk0Op0bmo7tlXXeR9FJMYDLOD9mwcLjQK7+hSZ
wgcWMZJOAGeGKtChNHFL0j+FZD3jSCuo0w7l03wDrWdg00C4/aW
eDEYNenuzPOfPspBnxf0kssE80vN0L8361j10P03DK4x6FHabuV
ear8fHme+b17rwSjbAXeUMLb+EVTV2QHm46MWQanmnydA98KsVS
XkV+qFpGQXrLhT/fqraQeQLuplpNH5g+WkAAAAASUVORK5CYII="""
binary_data = base64.b64decode(binary_data)
data = io.BytesIO(binary_data)
return CoreImage(data, ext="png").texture
class LAClientConstants: class LAClientConstants:
# Connector version # Connector version
VERSION = 0x01 VERSION = 0x01
@@ -86,23 +100,19 @@ class LAClientConstants:
WRamCheckSize = 0x4 WRamCheckSize = 0x4
WRamSafetyValue = bytearray([0]*WRamCheckSize) WRamSafetyValue = bytearray([0]*WRamCheckSize)
wRamStart = 0xC000
hRamStart = 0xFF80
hRamSize = 0x80
MinGameplayValue = 0x06 MinGameplayValue = 0x06
MaxGameplayValue = 0x1A MaxGameplayValue = 0x1A
VictoryGameplayAndSub = 0x0102 VictoryGameplayAndSub = 0x0102
class RAGameboy(): class RAGameboy():
cache = [] cache = []
cache_start = 0
cache_size = 0
last_cache_read = None last_cache_read = None
socket = None socket = None
def __init__(self, address, port) -> 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.address = address
self.port = port self.port = port
self.socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) self.socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
@@ -121,14 +131,9 @@ class RAGameboy():
async def get_retroarch_status(self): async def get_retroarch_status(self):
return await self.send_command("GET_STATUS") return await self.send_command("GET_STATUS")
def set_checks_range(self, checks_start, checks_size): def set_cache_limits(self, cache_start, cache_size):
self.checks_start = checks_start self.cache_start = cache_start
self.checks_size = checks_size self.cache_size = cache_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 send(self, b): def send(self, b):
if type(b) is str: if type(b) is str:
@@ -183,57 +188,21 @@ class RAGameboy():
if not await self.check_safe_gameplay(): if not await self.check_safe_gameplay():
return return
attempts = 0 cache = []
while True: remaining_size = self.cache_size
# RA doesn't let us do an atomic read of a large enough block of RAM while remaining_size:
# Some bytes can't change in between reading location_block and hram_block block = await self.async_read_memory(self.cache_start + len(cache), remaining_size)
location_block = await self.read_memory_block(self.location_start, self.location_size) remaining_size -= len(block)
hram_block = await self.read_memory_block(LAClientConstants.hRamStart, LAClientConstants.hRamSize) cache += block
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)
if not await self.check_safe_gameplay(): if not await self.check_safe_gameplay():
return return
self.cache = bytearray(self.cache_size) self.cache = cache
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.last_cache_read = time.time() 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): 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(): if not self.last_cache_read or self.last_cache_read + 0.1 < time.time():
await self.update_cache() await self.update_cache()
if not self.cache: if not self.cache:
@@ -266,7 +235,7 @@ class RAGameboy():
def check_command_response(self, command: str, response: bytes): def check_command_response(self, command: str, response: bytes):
if command == "VERSION": if command == "VERSION":
ok = re.match(r"\d+\.\d+\.\d+", response.decode('ascii')) is not None ok = re.match("\d+\.\d+\.\d+", response.decode('ascii')) is not None
else: else:
ok = response.startswith(command.encode()) ok = response.startswith(command.encode())
if not ok: if not ok:
@@ -390,12 +359,11 @@ class LinksAwakeningClient():
auth = binascii.hexlify(await self.gameboy.async_read_memory(0x0134, 12)).decode() auth = binascii.hexlify(await self.gameboy.async_read_memory(0x0134, 12)).decode()
self.auth = auth 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() await self.wait_for_game_ready()
self.tracker = LocationTracker(self.gameboy) self.tracker = LocationTracker(self.gameboy)
self.item_tracker = ItemTracker(self.gameboy) self.item_tracker = ItemTracker(self.gameboy)
self.gps_tracker = GpsTracker(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): 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 # Don't allow getting an item until you've got your first check
@@ -437,11 +405,9 @@ class LinksAwakeningClient():
return (await self.gameboy.read_memory_cache([LAClientConstants.wGameplayType]))[LAClientConstants.wGameplayType] == 1 return (await self.gameboy.read_memory_cache([LAClientConstants.wGameplayType]))[LAClientConstants.wGameplayType] == 1
async def main_tick(self, item_get_cb, win_cb, deathlink_cb): 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.tracker.readChecks(item_get_cb)
await self.item_tracker.readItems() await self.item_tracker.readItems()
await self.gps_tracker.read_location() await self.gps_tracker.read_location()
await self.gps_tracker.read_entrances()
current_health = (await self.gameboy.read_memory_cache([LAClientConstants.wLinkHealth]))[LAClientConstants.wLinkHealth] current_health = (await self.gameboy.read_memory_cache([LAClientConstants.wLinkHealth]))[LAClientConstants.wLinkHealth]
if self.deathlink_debounce and current_health != 0: if self.deathlink_debounce and current_health != 0:
@@ -491,7 +457,7 @@ class LinksAwakeningContext(CommonContext):
la_task = None la_task = None
client = None client = None
# TODO: does this need to re-read on reset? # TODO: does this need to re-read on reset?
found_checks = set() found_checks = []
last_resend = time.time() last_resend = time.time()
magpie_enabled = False magpie_enabled = False
@@ -499,10 +465,6 @@ class LinksAwakeningContext(CommonContext):
magpie_task = None magpie_task = None
won = False 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: def __init__(self, server_address: typing.Optional[str], password: typing.Optional[str], magpie: typing.Optional[bool]) -> None:
self.client = LinksAwakeningClient() self.client = LinksAwakeningClient()
self.slot_data = {} self.slot_data = {}
@@ -514,9 +476,9 @@ class LinksAwakeningContext(CommonContext):
def run_gui(self) -> None: def run_gui(self) -> None:
import webbrowser import webbrowser
from kvui import GameManager import kvui
from kivy.metrics import dp from kvui import Button, GameManager
from kivymd.uix.button import MDButton, MDButtonText from kivy.uix.image import Image
class LADXManager(GameManager): class LADXManager(GameManager):
logging_pairs = [ logging_pairs = [
@@ -529,27 +491,23 @@ class LinksAwakeningContext(CommonContext):
b = super().build() b = super().build()
if self.ctx.magpie_enabled: if self.ctx.magpie_enabled:
button = MDButton(MDButtonText(text="Open Tracker"), style="filled", size=(dp(100), dp(70)), radius=5, button = Button(text="", size=(30, 30), size_hint_x=None,
size_hint_x=None, size_hint_y=None, pos_hint={"center_y": 0.55}, on_press=lambda _: webbrowser.open('https://magpietracker.us/?enable_autotracker=1'))
on_press=lambda _: webbrowser.open('https://magpietracker.us/?enable_autotracker=1')) image = Image(size=(16, 16), texture=magpie_logo())
button.height = self.server_connect_bar.height button.add_widget(image)
self.connect_layout.add_widget(button)
def set_center(_, center):
image.center = center
button.bind(center=set_center)
self.connect_layout.add_widget(button)
return b return b
self.ui = LADXManager(self) self.ui = LADXManager(self)
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI") self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
async def send_new_entrances(self, entrances: typing.Dict[str, str]): async def send_checks(self):
# Store the entrances we find on the server for future sessions message = [{"cmd": 'LocationChecks', "locations": self.found_checks}]
message = [{
"cmd": "Set",
"key": self.slot_storage_key,
"default": {},
"want_reply": False,
"operations": [{"operation": "update", "value": entrances}],
}]
await self.send_msgs(message) await self.send_msgs(message)
had_invalid_slot_data = None had_invalid_slot_data = None
@@ -579,19 +537,13 @@ class LinksAwakeningContext(CommonContext):
await self.send_msgs(message) await self.send_msgs(message)
self.won = True 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: async def on_deathlink(self, data: typing.Dict[str, typing.Any]) -> None:
if self.ENABLE_DEATHLINK: if self.ENABLE_DEATHLINK:
self.client.pending_deathlink = True self.client.pending_deathlink = True
def new_checks(self, item_ids, ladxr_ids): def new_checks(self, item_ids, ladxr_ids):
self.found_checks.update(item_ids) self.found_checks += item_ids
create_task_log_exception(self.check_locations(self.found_checks)) create_task_log_exception(self.send_checks())
if self.magpie_enabled: if self.magpie_enabled:
create_task_log_exception(self.magpie.send_new_checks(ladxr_ids)) create_task_log_exception(self.magpie.send_new_checks(ladxr_ids))
@@ -608,10 +560,6 @@ class LinksAwakeningContext(CommonContext):
while self.client.auth == None: while self.client.auth == None:
await asyncio.sleep(0.1) await asyncio.sleep(0.1)
# Just return if we're closing
if self.exit_event.is_set():
return
self.auth = self.client.auth self.auth = self.client.auth
await self.send_connect() await self.send_connect()
@@ -619,40 +567,16 @@ class LinksAwakeningContext(CommonContext):
if cmd == "Connected": if cmd == "Connected":
self.game = self.slot_info[self.slot].game self.game = self.slot_info[self.slot].game
self.slot_data = args.get("slot_data", {}) self.slot_data = args.get("slot_data", {})
# This is sent to magpie over local websocket to make its own connection
self.slot_data.update({
"server_address": self.server_address,
"slot_name": self.player_names[self.slot],
"password": self.password,
})
# We can process linked items on already-checked checks now that we have slot_data
if self.client.tracker:
checked_checks = set(self.client.tracker.all_checks) - set(self.client.tracker.remaining_checks)
self.add_linked_items(checked_checks)
# TODO - use watcher_event # TODO - use watcher_event
if cmd == "ReceivedItems": if cmd == "ReceivedItems":
for index, item in enumerate(args["items"], start=args["index"]): for index, item in enumerate(args["items"], start=args["index"]):
self.client.recvd_checks[index] = item 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): async def sync(self):
sync_msg = [{'cmd': 'Sync'}] sync_msg = [{'cmd': 'Sync'}]
await self.send_msgs(sync_msg) await self.send_msgs(sync_msg)
def add_linked_items(self, checks: typing.List[Check]):
for check in checks:
if check.value and check.linkedItem:
linkedItem = check.linkedItem
if 'condition' not in linkedItem or (self.slot_data and linkedItem['condition'](self.slot_data)):
self.client.item_tracker.setExtraItem(check.linkedItem['item'], check.linkedItem['qty'])
item_id_lookup = get_locations_to_id() item_id_lookup = get_locations_to_id()
async def run_game_loop(self): async def run_game_loop(self):
@@ -661,8 +585,6 @@ class LinksAwakeningContext(CommonContext):
checkMetadataTable[check.id])] for check in ladxr_checks] checkMetadataTable[check.id])] for check in ladxr_checks]
self.new_checks(checks, [check.id for check in ladxr_checks]) self.new_checks(checks, [check.id for check in ladxr_checks])
self.add_linked_items(ladxr_checks)
async def victory(): async def victory():
await self.send_victory() await self.send_victory()
@@ -696,38 +618,21 @@ class LinksAwakeningContext(CommonContext):
if not self.client.recvd_checks: if not self.client.recvd_checks:
await self.sync() 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: while True:
await self.client.main_tick(on_item_get, victory, deathlink) await self.client.main_tick(on_item_get, victory, deathlink)
await asyncio.sleep(0.1)
now = time.time() 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: if self.last_resend + 5.0 < now:
self.last_resend = now self.last_resend = now
await self.check_locations(self.found_checks) await self.send_checks()
if self.magpie_enabled: if self.magpie_enabled:
try: try:
self.magpie.set_checks(self.client.tracker.all_checks) self.magpie.set_checks(self.client.tracker.all_checks)
await self.magpie.set_item_tracker(self.client.item_tracker) await self.magpie.set_item_tracker(self.client.item_tracker)
if self.slot_data and "slot_data" in self.magpie.features and not self.magpie.has_sent_slot_data: await self.magpie.send_gps(self.client.gps_tracker)
self.magpie.slot_data = self.slot_data self.magpie.slot_data = self.slot_data
await self.magpie.send_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: except Exception:
# Don't let magpie errors take out the client # Don't let magpie errors take out the client
pass pass
@@ -738,8 +643,8 @@ class LinksAwakeningContext(CommonContext):
await asyncio.sleep(1.0) await asyncio.sleep(1.0)
def run_game(romfile: str) -> None: def run_game(romfile: str) -> None:
auto_start = LinksAwakeningWorld.settings.rom_start auto_start = typing.cast(typing.Union[bool, str],
Utils.get_options()["ladx_options"].get("rom_start", True))
if auto_start is True: if auto_start is True:
import webbrowser import webbrowser
webbrowser.open(romfile) webbrowser.open(romfile)
@@ -796,6 +701,6 @@ async def main():
await ctx.shutdown() await ctx.shutdown()
if __name__ == '__main__': if __name__ == '__main__':
colorama.just_fix_windows_console() colorama.init()
asyncio.run(main()) asyncio.run(main())
colorama.deinit() colorama.deinit()

View File

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

View File

@@ -370,7 +370,7 @@ if __name__ == "__main__":
import colorama import colorama
colorama.just_fix_windows_console() colorama.init()
asyncio.run(main()) asyncio.run(main())
colorama.deinit() colorama.deinit()

35
Main.py
View File

@@ -56,18 +56,32 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
logger.info(f"Found {len(AutoWorld.AutoWorldRegister.world_types)} World Types:") logger.info(f"Found {len(AutoWorld.AutoWorldRegister.world_types)} World Types:")
longest_name = max(len(text) for text in AutoWorld.AutoWorldRegister.world_types) longest_name = max(len(text) for text in AutoWorld.AutoWorldRegister.world_types)
max_item = 0
max_location = 0
for cls in AutoWorld.AutoWorldRegister.world_types.values():
if cls.item_id_to_name:
max_item = max(max_item, max(cls.item_id_to_name))
max_location = max(max_location, max(cls.location_id_to_name))
item_digits = len(str(max_item))
location_digits = len(str(max_location))
item_count = len(str(max(len(cls.item_names) for cls in AutoWorld.AutoWorldRegister.world_types.values()))) item_count = len(str(max(len(cls.item_names) for cls in AutoWorld.AutoWorldRegister.world_types.values())))
location_count = len(str(max(len(cls.location_names) for cls in AutoWorld.AutoWorldRegister.world_types.values()))) location_count = len(str(max(len(cls.location_names) for cls in AutoWorld.AutoWorldRegister.world_types.values())))
del max_item, max_location
for name, cls in AutoWorld.AutoWorldRegister.world_types.items(): for name, cls in AutoWorld.AutoWorldRegister.world_types.items():
if not cls.hidden and len(cls.item_names) > 0: if not cls.hidden and len(cls.item_names) > 0:
logger.info(f" {name:{longest_name}}: Items: {len(cls.item_names):{item_count}} | " logger.info(f" {name:{longest_name}}: {len(cls.item_names):{item_count}} "
f"Locations: {len(cls.location_names):{location_count}}") f"Items (IDs: {min(cls.item_id_to_name):{item_digits}} - "
f"{max(cls.item_id_to_name):{item_digits}}) | "
f"{len(cls.location_names):{location_count}} "
f"Locations (IDs: {min(cls.location_id_to_name):{location_digits}} - "
f"{max(cls.location_id_to_name):{location_digits}})")
del item_count, location_count del item_digits, location_digits, item_count, location_count
# This assertion method should not be necessary to run if we are not outputting any multidata. # This assertion method should not be necessary to run if we are not outputting any multidata.
if not args.skip_output and not args.spoiler_only: if not args.skip_output:
AutoWorld.call_stage(multiworld, "assert_generate") AutoWorld.call_stage(multiworld, "assert_generate")
AutoWorld.call_all(multiworld, "generate_early") AutoWorld.call_all(multiworld, "generate_early")
@@ -134,8 +148,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
else: else:
multiworld.worlds[1].options.non_local_items.value = set() multiworld.worlds[1].options.non_local_items.value = set()
multiworld.worlds[1].options.local_items.value = set() multiworld.worlds[1].options.local_items.value = set()
AutoWorld.call_all(multiworld, "connect_entrances")
AutoWorld.call_all(multiworld, "generate_basic") AutoWorld.call_all(multiworld, "generate_basic")
# remove starting inventory from pool items. # remove starting inventory from pool items.
@@ -210,15 +223,6 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
logger.info(f'Beginning output...') logger.info(f'Beginning output...')
outfilebase = 'AP_' + multiworld.seed_name outfilebase = 'AP_' + multiworld.seed_name
if args.spoiler_only:
if args.spoiler > 1:
logger.info('Calculating playthrough.')
multiworld.spoiler.create_playthrough(create_paths=args.spoiler > 2)
multiworld.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
logger.info('Done. Skipped multidata modification. Total time: %s', time.perf_counter() - start)
return multiworld
output = tempfile.TemporaryDirectory() output = tempfile.TemporaryDirectory()
with output as temp_dir: with output as temp_dir:
output_players = [player for player in multiworld.player_ids if AutoWorld.World.generate_output.__code__ output_players = [player for player in multiworld.player_ids if AutoWorld.World.generate_output.__code__
@@ -301,7 +305,6 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
game_world.game: worlds.network_data_package["games"][game_world.game] game_world.game: worlds.network_data_package["games"][game_world.game]
for game_world in multiworld.worlds.values() for game_world in multiworld.worlds.values()
} }
data_package["Archipelago"] = worlds.network_data_package["games"]["Archipelago"]
checks_in_area: Dict[int, Dict[str, Union[int, List[int]]]] = {} checks_in_area: Dict[int, Dict[str, Union[int, List[int]]]] = {}

View File

@@ -28,11 +28,9 @@ ModuleUpdate.update()
if typing.TYPE_CHECKING: if typing.TYPE_CHECKING:
import ssl import ssl
from NetUtils import ServerConnection
import colorama
import websockets import websockets
from websockets.extensions.permessage_deflate import PerMessageDeflate import colorama
try: try:
# ponyorm is a requirement for webhost, not default server, so may not be importable # ponyorm is a requirement for webhost, not default server, so may not be importable
from pony.orm.dbapiprovider import OperationalError from pony.orm.dbapiprovider import OperationalError
@@ -46,9 +44,8 @@ from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, Networ
SlotType, LocationStore, Hint, HintStatus SlotType, LocationStore, Hint, HintStatus
from BaseClasses import ItemClassification from BaseClasses import ItemClassification
min_client_version = Version(0, 1, 6)
min_client_version = Version(0, 5, 0) colorama.init()
colorama.just_fix_windows_console()
def remove_from_list(container, value): def remove_from_list(container, value):
@@ -67,13 +64,9 @@ def pop_from_container(container, value):
return container return container
def update_container_unique(container, entries): def update_dict(dictionary, entries):
if isinstance(container, list): dictionary.update(entries)
existing_container_as_set = set(container) return dictionary
container.extend([entry for entry in entries if entry not in existing_container_as_set])
else:
container.update(entries)
return container
def queue_gc(): def queue_gc():
@@ -114,7 +107,7 @@ modify_functions = {
# lists/dicts: # lists/dicts:
"remove": remove_from_list, "remove": remove_from_list,
"pop": pop_from_container, "pop": pop_from_container,
"update": update_container_unique, "update": update_dict,
} }
@@ -126,14 +119,13 @@ def get_saving_second(seed_name: str, interval: int = 60) -> int:
class Client(Endpoint): class Client(Endpoint):
version = Version(0, 0, 0) version = Version(0, 0, 0)
tags: typing.List[str] tags: typing.List[str] = []
remote_items: bool remote_items: bool
remote_start_inventory: bool remote_start_inventory: bool
no_items: bool no_items: bool
no_locations: 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) super().__init__(socket)
self.auth = False self.auth = False
self.team = None self.team = None
@@ -183,7 +175,6 @@ class Context:
"compatibility": int} "compatibility": int}
# team -> slot id -> list of clients authenticated to slot. # team -> slot id -> list of clients authenticated to slot.
clients: typing.Dict[int, typing.Dict[int, typing.List[Client]]] 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]]] locations: LocationStore # typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int]]]
location_checks: typing.Dict[typing.Tuple[int, int], typing.Set[int]] location_checks: typing.Dict[typing.Tuple[int, int], typing.Set[int]]
hints_used: typing.Dict[typing.Tuple[int, int], int] hints_used: typing.Dict[typing.Tuple[int, int], int]
@@ -373,28 +364,18 @@ class Context:
return True return True
def broadcast_all(self, msgs: typing.List[dict]): def broadcast_all(self, msgs: typing.List[dict]):
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs) msgs = self.dumper(msgs)
data = self.dumper(msgs) endpoints = (endpoint for endpoint in self.endpoints if endpoint.auth)
endpoints = ( async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
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))
def broadcast_text_all(self, text: str, additional_arguments: dict = {}): def broadcast_text_all(self, text: str, additional_arguments: dict = {}):
self.logger.info("Notice (all): %s" % text) self.logger.info("Notice (all): %s" % text)
self.broadcast_all([{**{"cmd": "PrintJSON", "data": [{ "text": text }]}, **additional_arguments}]) self.broadcast_all([{**{"cmd": "PrintJSON", "data": [{ "text": text }]}, **additional_arguments}])
def broadcast_team(self, team: int, msgs: typing.List[dict]): def broadcast_team(self, team: int, msgs: typing.List[dict]):
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs) msgs = self.dumper(msgs)
data = self.dumper(msgs) endpoints = (endpoint for endpoint in itertools.chain.from_iterable(self.clients[team].values()))
endpoints = ( async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
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))
def broadcast(self, endpoints: typing.Iterable[Client], msgs: typing.List[dict]): def broadcast(self, endpoints: typing.Iterable[Client], msgs: typing.List[dict]):
msgs = self.dumper(msgs) msgs = self.dumper(msgs)
@@ -408,13 +389,13 @@ class Context:
await on_client_disconnected(self, endpoint) await on_client_disconnected(self, endpoint)
def notify_client(self, client: Client, text: str, additional_arguments: dict = {}): def notify_client(self, client: Client, text: str, additional_arguments: dict = {}):
if not client.auth or client.no_text: if not client.auth:
return return
self.logger.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text)) 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}])) 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 = {}): 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 return
async_start(self.send_msgs(client, async_start(self.send_msgs(client,
[{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments} [{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}
@@ -463,7 +444,7 @@ class Context:
self.slot_info = decoded_obj["slot_info"] self.slot_info = decoded_obj["slot_info"]
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()} self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}
self.groups = {slot: set(slot_info.group_members) for slot, slot_info in self.slot_info.items() self.groups = {slot: slot_info.group_members for slot, slot_info in self.slot_info.items()
if slot_info.type == SlotType.group} if slot_info.type == SlotType.group}
self.clients = {0: {}} self.clients = {0: {}}
@@ -762,24 +743,23 @@ class Context:
concerns[player].append(data) concerns[player].append(data)
if not hint.local and data not in concerns[hint.finding_player]: if not hint.local and data not in concerns[hint.finding_player]:
concerns[hint.finding_player].append(data) concerns[hint.finding_player].append(data)
# remember hints in all cases
# only remember hints that were not already found at the time of creation # since hints are bidirectional, finding player and receiving player,
if not hint.found: # we can check once if hint already exists
# since hints are bidirectional, finding player and receiving player, if hint not in self.hints[team, hint.finding_player]:
# we can check once if hint already exists self.hints[team, hint.finding_player].add(hint)
if hint not in self.hints[team, hint.finding_player]: new_hint_events.add(hint.finding_player)
self.hints[team, hint.finding_player].add(hint) for player in self.slot_set(hint.receiving_player):
new_hint_events.add(hint.finding_player) self.hints[team, player].add(hint)
for player in self.slot_set(hint.receiving_player): new_hint_events.add(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))) self.logger.info("Notice (Team #%d): %s" % (team + 1, format_hint(self, team, hint)))
for slot in new_hint_events: for slot in new_hint_events:
self.on_new_hint(team, slot) self.on_new_hint(team, slot)
for slot, hint_data in concerns.items(): for slot, hint_data in concerns.items():
if recipients is None or slot in recipients: 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: if not clients:
continue continue
client_hints = [datum[1] for datum in sorted(hint_data, key=lambda x: x[0].finding_player != slot)] client_hints = [datum[1] for datum in sorted(hint_data, key=lambda x: x[0].finding_player != slot)]
@@ -788,7 +768,7 @@ class Context:
def get_hint(self, team: int, finding_player: int, seeked_location: int) -> typing.Optional[Hint]: def get_hint(self, team: int, finding_player: int, seeked_location: int) -> typing.Optional[Hint]:
for hint in self.hints[team, finding_player]: 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 hint
return None return None
@@ -838,7 +818,7 @@ def update_aliases(ctx: Context, team: int):
async_start(ctx.send_encoded_msgs(client, cmd)) 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) client = Client(websocket, ctx)
ctx.endpoints.append(client) ctx.endpoints.append(client)
@@ -929,10 +909,6 @@ async def on_client_joined(ctx: Context, client: Client):
"If your client supports it, " "If your client supports it, "
"you may have additional local commands you can list with /help.", "you may have additional local commands you can list with /help.",
{"type": "Tutorial"}) {"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) ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
@@ -1083,37 +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], def register_location_checks(ctx: Context, team: int, slot: int, locations: typing.Iterable[int],
count_activity: bool = True): count_activity: bool = True):
slot_locations = ctx.locations[slot]
new_locations = set(locations) - ctx.location_checks[team, 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 new_locations:
if count_activity: if count_activity:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc) ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
sortable: list[tuple[int, int, int, int]] = []
for location in new_locations: for location in new_locations:
# extract all fields to avoid runtime overhead in LocationStore item_id, target_player, flags = ctx.locations[slot][location]
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):
new_item = NetworkItem(item_id, location, slot, flags) new_item = NetworkItem(item_id, location, slot, flags)
send_items_to(ctx, team, target_player, new_item) send_items_to(ctx, team, target_player, new_item)
ctx.logger.info('(Team #%d) %s sent %s to %s (%s)' % ( 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], 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])) ctx.player_names[(team, target_player)], ctx.location_names[ctx.slot_info[slot].game][location]))
if len(info_texts) >= 140: info_text = json_format_send_event(new_item, target_player)
# split into chunks that are close to compression window of 64K but not too big on the wire ctx.broadcast_team(team, [info_text])
# (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
ctx.location_checks[team, slot] |= new_locations ctx.location_checks[team, slot] |= new_locations
send_new_items(ctx) send_new_items(ctx)
@@ -1140,7 +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] 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 \ for finding_player, location_id, item_id, receiving_player, item_flags \
in ctx.locations.find_item(slots, seeked_item_id): 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: if prev_hint:
hints.append(prev_hint) hints.append(prev_hint)
else: else:
@@ -1826,9 +1786,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
ctx.clients[team][slot].append(client) ctx.clients[team][slot].append(client)
client.version = args['version'] client.version = args['version']
client.tags = args['tags'] client.tags = args['tags']
client.no_locations = "TextOnly" in client.tags or "Tracker" in client.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))
connected_packet = { connected_packet = {
"cmd": "Connected", "cmd": "Connected",
"team": client.team, "slot": client.slot, "team": client.team, "slot": client.slot,
@@ -1901,9 +1859,6 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
client.tags = args["tags"] client.tags = args["tags"]
if set(old_tags) != set(client.tags): if set(old_tags) != set(client.tags):
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in 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( ctx.broadcast_text_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has changed tags " f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has changed tags "
f"from {old_tags} to {client.tags}.", f"from {old_tags} to {client.tags}.",
@@ -1932,8 +1887,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
for location in args["locations"]: for location in args["locations"]:
if type(location) is not int: if type(location) is not int:
await ctx.send_msgs(client, await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments", [{'cmd': 'InvalidPacket', "type": "arguments", "text": 'LocationScouts',
"text": 'Locations has to be a list of integers',
"original_cmd": cmd}]) "original_cmd": cmd}])
return return
@@ -1983,13 +1937,11 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
new_hint = new_hint.re_prioritize(ctx, status) new_hint = new_hint.re_prioritize(ctx, status)
if hint == new_hint: if hint == new_hint:
return return
ctx.replace_hint(client.team, hint.finding_player, hint, new_hint)
concerning_slots = ctx.slot_set(hint.receiving_player) | {hint.finding_player} ctx.replace_hint(client.team, hint.receiving_player, hint, new_hint)
for slot in concerning_slots:
ctx.replace_hint(client.team, slot, hint, new_hint)
ctx.save() ctx.save()
for slot in concerning_slots: ctx.on_changed_hints(client.team, hint.finding_player)
ctx.on_changed_hints(client.team, slot) ctx.on_changed_hints(client.team, hint.receiving_player)
elif cmd == 'StatusUpdate': elif cmd == 'StatusUpdate':
update_client_status(ctx, client, args["status"]) update_client_status(ctx, client, args["status"])
@@ -2038,13 +1990,12 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
args["cmd"] = "SetReply" args["cmd"] = "SetReply"
value = ctx.stored_data.get(args["key"], args.get("default", 0)) value = ctx.stored_data.get(args["key"], args.get("default", 0))
args["original_value"] = copy.copy(value) args["original_value"] = copy.copy(value)
args["slot"] = client.slot
for operation in args["operations"]: for operation in args["operations"]:
func = modify_functions[operation["operation"]] func = modify_functions[operation["operation"]]
value = func(value, operation["value"]) value = func(value, operation["value"])
ctx.stored_data[args["key"]] = args["value"] = value ctx.stored_data[args["key"]] = args["value"] = value
targets = set(ctx.stored_data_notification_clients[args["key"]]) targets = set(ctx.stored_data_notification_clients[args["key"]])
if args.get("want_reply", False): if args.get("want_reply", True):
targets.add(client) targets.add(client)
if targets: if targets:
ctx.broadcast(targets, [args]) ctx.broadcast(targets, [args])
@@ -2419,10 +2370,8 @@ async def console(ctx: Context):
def parse_args() -> argparse.Namespace: def parse_args() -> argparse.Namespace:
from settings import get_settings
parser = argparse.ArgumentParser() parser = argparse.ArgumentParser()
defaults = get_settings().server_options.as_dict() defaults = Utils.get_settings()["server_options"].as_dict()
parser.add_argument('multidata', nargs="?", default=defaults["multidata"]) parser.add_argument('multidata', nargs="?", default=defaults["multidata"])
parser.add_argument('--host', default=defaults["host"]) parser.add_argument('--host', default=defaults["host"])
parser.add_argument('--port', default=defaults["port"], type=int) parser.add_argument('--port', default=defaults["port"], type=int)

View File

@@ -5,20 +5,11 @@ import enum
import warnings import warnings
from json import JSONEncoder, JSONDecoder from json import JSONEncoder, JSONDecoder
if typing.TYPE_CHECKING: import websockets
from websockets import WebSocketServerProtocol as ServerConnection
from Utils import ByValue, Version from Utils import ByValue, Version
class HintStatus(ByValue, enum.IntEnum):
HINT_UNSPECIFIED = 0
HINT_NO_PRIORITY = 10
HINT_AVOID = 20
HINT_PRIORITY = 30
HINT_FOUND = 40
class JSONMessagePart(typing.TypedDict, total=False): class JSONMessagePart(typing.TypedDict, total=False):
text: str text: str
# optional # optional
@@ -28,8 +19,6 @@ class JSONMessagePart(typing.TypedDict, total=False):
player: int player: int
# if type == item indicates item flags # if type == item indicates item flags
flags: int flags: int
# if type == hint_status
hint_status: HintStatus
class ClientStatus(ByValue, enum.IntEnum): class ClientStatus(ByValue, enum.IntEnum):
@@ -40,6 +29,14 @@ class ClientStatus(ByValue, enum.IntEnum):
CLIENT_GOAL = 30 CLIENT_GOAL = 30
class HintStatus(enum.IntEnum):
HINT_FOUND = 0
HINT_UNSPECIFIED = 1
HINT_NO_PRIORITY = 10
HINT_AVOID = 20
HINT_PRIORITY = 30
class SlotType(ByValue, enum.IntFlag): class SlotType(ByValue, enum.IntFlag):
spectator = 0b00 spectator = 0b00
player = 0b01 player = 0b01
@@ -152,7 +149,7 @@ decode = JSONDecoder(object_hook=_object_hook).decode
class Endpoint: class Endpoint:
socket: "ServerConnection" socket: websockets.WebSocketServerProtocol
def __init__(self, socket): def __init__(self, socket):
self.socket = socket self.socket = socket
@@ -195,7 +192,6 @@ class JSONTypes(str, enum.Enum):
location_name = "location_name" location_name = "location_name"
location_id = "location_id" location_id = "location_id"
entrance_name = "entrance_name" entrance_name = "entrance_name"
hint_status = "hint_status"
class JSONtoTextParser(metaclass=HandlerMeta): class JSONtoTextParser(metaclass=HandlerMeta):
@@ -277,10 +273,6 @@ class JSONtoTextParser(metaclass=HandlerMeta):
node["color"] = 'blue' node["color"] = 'blue'
return self._handle_color(node) return self._handle_color(node)
def _handle_hint_status(self, node: JSONMessagePart):
node["color"] = status_colors.get(node["hint_status"], "red")
return self._handle_color(node)
class RawJSONtoTextParser(JSONtoTextParser): class RawJSONtoTextParser(JSONtoTextParser):
def _handle_color(self, node: JSONMessagePart): def _handle_color(self, node: JSONMessagePart):
@@ -327,13 +319,6 @@ status_colors: typing.Dict[HintStatus, str] = {
HintStatus.HINT_AVOID: "salmon", HintStatus.HINT_AVOID: "salmon",
HintStatus.HINT_PRIORITY: "plum", HintStatus.HINT_PRIORITY: "plum",
} }
def add_json_hint_status(parts: list, hint_status: HintStatus, text: typing.Optional[str] = None, **kwargs):
parts.append({"text": text if text != None else status_names.get(hint_status, "(unknown)"),
"hint_status": hint_status, "type": JSONTypes.hint_status, **kwargs})
class Hint(typing.NamedTuple): class Hint(typing.NamedTuple):
receiving_player: int receiving_player: int
finding_player: int finding_player: int
@@ -378,7 +363,8 @@ class Hint(typing.NamedTuple):
else: else:
add_json_text(parts, "'s World") add_json_text(parts, "'s World")
add_json_text(parts, ". ") add_json_text(parts, ". ")
add_json_hint_status(parts, self.status) add_json_text(parts, status_names.get(self.status, "(unknown)"), type="color",
color=status_colors.get(self.status, "red"))
return {"cmd": "PrintJSON", "data": parts, "type": "Hint", return {"cmd": "PrintJSON", "data": parts, "type": "Hint",
"receiving": self.receiving_player, "receiving": self.receiving_player,

View File

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

View File

@@ -346,7 +346,7 @@ if __name__ == '__main__':
import colorama import colorama
colorama.just_fix_windows_console() colorama.init()
asyncio.run(main()) asyncio.run(main())
colorama.deinit() colorama.deinit()

View File

@@ -1,7 +1,6 @@
from __future__ import annotations from __future__ import annotations
import abc import abc
import collections
import functools import functools
import logging import logging
import math import math
@@ -138,7 +137,7 @@ class Option(typing.Generic[T], metaclass=AssembleOptions):
If this is False, the docstring is instead interpreted as plain text, and If this is False, the docstring is instead interpreted as plain text, and
displayed as-is on the WebHost with whitespace preserved. 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 backwards compatibility, this defaults to False, but worlds are encouraged to
set it to True and use reStructuredText for their Option documentation. set it to True and use reStructuredText for their Option documentation.
@@ -497,7 +496,7 @@ class TextChoice(Choice):
def __init__(self, value: typing.Union[str, int]): def __init__(self, value: typing.Union[str, int]):
assert isinstance(value, str) or isinstance(value, int), \ assert isinstance(value, str) or isinstance(value, int), \
f"'{value}' is not a valid option for '{self.__class__.__name__}'" f"{value} is not a valid option for {self.__class__.__name__}"
self.value = value self.value = value
@property @property
@@ -618,17 +617,17 @@ class PlandoBosses(TextChoice, metaclass=BossMeta):
used_locations.append(location) used_locations.append(location)
used_bosses.append(boss) used_bosses.append(boss)
if not cls.valid_boss_name(boss): if not cls.valid_boss_name(boss):
raise ValueError(f"'{boss.title()}' is not a valid boss name.") raise ValueError(f"{boss.title()} is not a valid boss name.")
if not cls.valid_location_name(location): if not cls.valid_location_name(location):
raise ValueError(f"'{location.title()}' is not a valid boss location name.") raise ValueError(f"{location.title()} is not a valid boss location name.")
if not cls.can_place_boss(boss, location): if not cls.can_place_boss(boss, location):
raise ValueError(f"'{location.title()}' is not a valid location for {boss.title()} to be placed.") raise ValueError(f"{location.title()} is not a valid location for {boss.title()} to be placed.")
else: else:
if cls.duplicate_bosses: if cls.duplicate_bosses:
if not cls.valid_boss_name(option): if not cls.valid_boss_name(option):
raise ValueError(f"'{option}' is not a valid boss name.") raise ValueError(f"{option} is not a valid boss name.")
else: else:
raise ValueError(f"'{option.title()}' is not formatted correctly.") raise ValueError(f"{option.title()} is not formatted correctly.")
@classmethod @classmethod
def can_place_boss(cls, boss: str, location: str) -> bool: def can_place_boss(cls, boss: str, location: str) -> bool:
@@ -690,9 +689,9 @@ class Range(NumericOption):
@classmethod @classmethod
def weighted_range(cls, text) -> Range: def weighted_range(cls, text) -> Range:
if text == "random-low": 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": 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": elif text == "random-middle":
return cls(cls.triangular(cls.range_start, cls.range_end)) return cls(cls.triangular(cls.range_start, cls.range_end))
elif text.startswith("random-range-"): elif text.startswith("random-range-"):
@@ -718,11 +717,11 @@ class Range(NumericOption):
f"{random_range[0]}-{random_range[1]} is outside allowed range " f"{random_range[0]}-{random_range[1]} is outside allowed range "
f"{cls.range_start}-{cls.range_end} for option {cls.__name__}") f"{cls.range_start}-{cls.range_end} for option {cls.__name__}")
if text.startswith("random-range-low"): 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"): elif text.startswith("random-range-middle"):
return cls(cls.triangular(random_range[0], random_range[1])) return cls(cls.triangular(random_range[0], random_range[1]))
elif text.startswith("random-range-high"): 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: else:
return cls(random.randint(random_range[0], random_range[1])) return cls(random.randint(random_range[0], random_range[1]))
@@ -740,16 +739,8 @@ class Range(NumericOption):
return str(self.value) return str(self.value)
@staticmethod @staticmethod
def triangular(lower: int, end: int, tri: float = 0.5) -> int: def triangular(lower: int, end: int, tri: typing.Optional[int] = None) -> int:
""" return int(round(random.triangular(lower, end, tri), 0))
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))
class NamedRange(Range): class NamedRange(Range):
@@ -826,15 +817,15 @@ class VerifyKeys(metaclass=FreezeValidKeys):
for item_name in self.value: for item_name in self.value:
if item_name not in world.item_names: if item_name not in world.item_names:
picks = get_fuzzy_results(item_name, world.item_names, limit=1) picks = get_fuzzy_results(item_name, world.item_names, limit=1)
raise Exception(f"Item '{item_name}' from option '{self}' " raise Exception(f"Item {item_name} from option {self} "
f"is not a valid item name from '{world.game}'. " f"is not a valid item name from {world.game}. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure)") f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure)")
elif self.verify_location_name: elif self.verify_location_name:
for location_name in self.value: for location_name in self.value:
if location_name not in world.location_names: if location_name not in world.location_names:
picks = get_fuzzy_results(location_name, world.location_names, limit=1) picks = get_fuzzy_results(location_name, world.location_names, limit=1)
raise Exception(f"Location '{location_name}' from option '{self}' " raise Exception(f"Location {location_name} from option {self} "
f"is not a valid location name from '{world.game}'. " f"is not a valid location name from {world.game}. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure)") f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure)")
def __iter__(self) -> typing.Iterator[typing.Any]: def __iter__(self) -> typing.Iterator[typing.Any]:
@@ -867,49 +858,15 @@ class OptionDict(Option[typing.Dict[str, typing.Any]], VerifyKeys, typing.Mappin
def __len__(self) -> int: def __len__(self) -> int:
return self.value.__len__() return self.value.__len__()
# __getitem__ fallback fails for Counters, so we define this explicitly
def __contains__(self, item) -> bool:
return item in self.value
class ItemDict(OptionDict):
class OptionCounter(OptionDict):
min: int | None = None
max: int | None = None
def __init__(self, value: dict[str, int]) -> None:
super(OptionCounter, self).__init__(collections.Counter(value))
def verify(self, world: type[World], player_name: str, plando_options: PlandoOptions) -> None:
super(OptionCounter, self).verify(world, player_name, plando_options)
range_errors = []
if self.max is not None:
range_errors += [
f"\"{key}: {value}\" is higher than maximum allowed value {self.max}."
for key, value in self.value.items() if value > self.max
]
if self.min is not None:
range_errors += [
f"\"{key}: {value}\" is lower than minimum allowed value {self.min}."
for key, value in self.value.items() if value < self.min
]
if range_errors:
range_errors = [f"For option {getattr(self, 'display_name', self)}:"] + range_errors
raise OptionError("\n".join(range_errors))
class ItemDict(OptionCounter):
verify_item_name = True verify_item_name = True
min = 0 def __init__(self, value: typing.Dict[str, int]):
if any(item_count is None for item_count in value.values()):
def __init__(self, value: dict[str, int]) -> None: raise Exception("Items must have counts associated with them. Please provide positive integer values in the format \"item\": count .")
# Backwards compatibility: Cull 0s to make "in" checks behave the same as when this wasn't a OptionCounter if any(item_count < 1 for item_count in value.values()):
value = {item_name: amount for item_name, amount in value.items() if amount != 0} raise Exception("Cannot have non-positive item counts.")
super(ItemDict, self).__init__(value) super(ItemDict, self).__init__(value)
@@ -1154,11 +1111,11 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
used_entrances.append(entrance) used_entrances.append(entrance)
used_exits.append(exit) used_exits.append(exit)
if not cls.validate_entrance_name(entrance): if not cls.validate_entrance_name(entrance):
raise ValueError(f"'{entrance.title()}' is not a valid entrance.") raise ValueError(f"{entrance.title()} is not a valid entrance.")
if not cls.validate_exit_name(exit): if not cls.validate_exit_name(exit):
raise ValueError(f"'{exit.title()}' is not a valid exit.") raise ValueError(f"{exit.title()} is not a valid exit.")
if not cls.can_connect(entrance, exit): if not cls.can_connect(entrance, exit):
raise ValueError(f"Connection between '{entrance.title()}' and '{exit.title()}' is invalid.") raise ValueError(f"Connection between {entrance.title()} and {exit.title()} is invalid.")
@classmethod @classmethod
def from_any(cls, data: PlandoConFromAnyType) -> Self: def from_any(cls, data: PlandoConFromAnyType) -> Self:
@@ -1292,47 +1249,42 @@ class CommonOptions(metaclass=OptionsMetaProperty):
progression_balancing: ProgressionBalancing progression_balancing: ProgressionBalancing
accessibility: Accessibility accessibility: Accessibility
def as_dict( def as_dict(self,
self, *option_names: str,
*option_names: str, casing: typing.Literal["snake", "camel", "pascal", "kebab"] = "snake",
casing: typing.Literal["snake", "camel", "pascal", "kebab"] = "snake", toggles_as_bools: bool = False) -> typing.Dict[str, typing.Any]:
toggles_as_bools: bool = False,
) -> dict[str, typing.Any]:
""" """
Returns a dictionary of [str, Option.value] Returns a dictionary of [str, Option.value]
:param option_names: Names of the options to get the values of. :param option_names: names of the options to return
:param casing: Casing of the keys to return. Supports `snake`, `camel`, `pascal`, `kebab`. :param casing: case of the keys to return. Supports `snake`, `camel`, `pascal`, `kebab`
:param toggles_as_bools: Whether toggle options should be returned as bools instead of ints. :param toggles_as_bools: whether toggle options should be output as bools instead of strings
:return: A dictionary of each option name to the value of its Option. If the option is an OptionSet, the value
will be returned as a sorted list.
""" """
assert option_names, "options.as_dict() was used without any option names." assert option_names, "options.as_dict() was used without any option names."
option_results = {} option_results = {}
for option_name in option_names: for option_name in option_names:
if option_name not in type(self).type_hints: if option_name in type(self).type_hints:
raise ValueError(f"{option_name} not found in {tuple(type(self).type_hints)}") if casing == "snake":
display_name = option_name
if casing == "snake": elif casing == "camel":
display_name = option_name split_name = [name.title() for name in option_name.split("_")]
elif casing == "camel": split_name[0] = split_name[0].lower()
split_name = [name.title() for name in option_name.split("_")] display_name = "".join(split_name)
split_name[0] = split_name[0].lower() elif casing == "pascal":
display_name = "".join(split_name) display_name = "".join([name.title() for name in option_name.split("_")])
elif casing == "pascal": elif casing == "kebab":
display_name = "".join([name.title() for name in option_name.split("_")]) display_name = option_name.replace("_", "-")
elif casing == "kebab": else:
display_name = option_name.replace("_", "-") raise ValueError(f"{casing} is invalid casing for as_dict. "
"Valid names are 'snake', 'camel', 'pascal', 'kebab'.")
value = getattr(self, option_name).value
if isinstance(value, set):
value = sorted(value)
elif toggles_as_bools and issubclass(type(self).type_hints[option_name], Toggle):
value = bool(value)
option_results[display_name] = value
else: else:
raise ValueError(f"{casing} is invalid casing for as_dict. " raise ValueError(f"{option_name} not found in {tuple(type(self).type_hints)}")
"Valid names are 'snake', 'camel', 'pascal', 'kebab'.")
value = getattr(self, option_name).value
if isinstance(value, set):
value = sorted(value)
elif toggles_as_bools and issubclass(type(self).type_hints[option_name], Toggle):
value = bool(value)
option_results[display_name] = value
return option_results return option_results
@@ -1353,7 +1305,6 @@ class StartInventory(ItemDict):
verify_item_name = True verify_item_name = True
display_name = "Start Inventory" display_name = "Start Inventory"
rich_text_doc = True rich_text_doc = True
max = 10000
class StartInventoryPool(StartInventory): class StartInventoryPool(StartInventory):
@@ -1428,8 +1379,8 @@ class ItemLinks(OptionList):
picks_group = get_fuzzy_results(item_name, world.item_name_groups.keys(), limit=1) picks_group = get_fuzzy_results(item_name, world.item_name_groups.keys(), limit=1)
picks_group = f" or '{picks_group[0][0]}' ({picks_group[0][1]}% sure)" if allow_item_groups else "" picks_group = f" or '{picks_group[0][0]}' ({picks_group[0][1]}% sure)" if allow_item_groups else ""
raise Exception(f"Item '{item_name}' from item link '{item_link}' " raise Exception(f"Item {item_name} from item link {item_link} "
f"is not a valid item from '{world.game}' for '{pool_name}'. " f"is not a valid item from {world.game} for {pool_name}. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure){picks_group}") f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure){picks_group}")
if allow_item_groups: if allow_item_groups:
pool |= world.item_name_groups.get(item_name, {item_name}) pool |= world.item_name_groups.get(item_name, {item_name})
@@ -1620,11 +1571,10 @@ def dump_player_options(multiworld: MultiWorld) -> None:
player_output = { player_output = {
"Game": multiworld.game[player], "Game": multiworld.game[player],
"Name": multiworld.get_player_name(player), "Name": multiworld.get_player_name(player),
"ID": player,
} }
output.append(player_output) output.append(player_output)
for option_key, option in world.options_dataclass.type_hints.items(): for option_key, option in world.options_dataclass.type_hints.items():
if option.visibility == Visibility.none: if issubclass(Removed, option):
continue continue
display_name = getattr(option, "display_name", option_key) display_name = getattr(option, "display_name", option_key)
player_output[display_name] = getattr(world.options, option_key).current_option_name player_output[display_name] = getattr(world.options, option_key).current_option_name
@@ -1633,7 +1583,7 @@ def dump_player_options(multiworld: MultiWorld) -> None:
game_option_names.append(display_name) game_option_names.append(display_name)
with open(output_path(f"generate_{multiworld.seed_name}.csv"), mode="w", newline="") as file: with open(output_path(f"generate_{multiworld.seed_name}.csv"), mode="w", newline="") as file:
fields = ["ID", "Game", "Name", *all_option_names] fields = ["Game", "Name", *all_option_names]
writer = DictWriter(file, fields) writer = DictWriter(file, fields)
writer.writeheader() writer.writeheader()
writer.writerows(output) writer.writerows(output)

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@@ -9,6 +9,7 @@ Currently, the following games are supported:
* Factorio * Factorio
* Minecraft * Minecraft
* Subnautica * Subnautica
* Slay the Spire
* Risk of Rain 2 * Risk of Rain 2
* The Legend of Zelda: Ocarina of Time * The Legend of Zelda: Ocarina of Time
* Timespinner * Timespinner
@@ -62,6 +63,7 @@ Currently, the following games are supported:
* TUNIC * TUNIC
* Kirby's Dream Land 3 * Kirby's Dream Land 3
* Celeste 64 * Celeste 64
* Zork Grand Inquisitor
* Castlevania 64 * Castlevania 64
* A Short Hike * A Short Hike
* Yoshi's Island * Yoshi's Island
@@ -77,9 +79,6 @@ Currently, the following games are supported:
* Faxanadu * Faxanadu
* Saving Princess * Saving Princess
* Castlevania: Circle of the Moon * Castlevania: Circle of the Moon
* Inscryption
* Civilization VI
* The Legend of Zelda: The Wind Waker
For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/). For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled

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@@ -243,9 +243,6 @@ class SNIContext(CommonContext):
# Once the games handled by SNIClient gets made to be remote items, # Once the games handled by SNIClient gets made to be remote items,
# this will no longer be needed. # this will no longer be needed.
async_start(self.send_msgs([{"cmd": "LocationScouts", "locations": list(new_locations)}])) async_start(self.send_msgs([{"cmd": "LocationScouts", "locations": list(new_locations)}]))
if self.client_handler is not None:
self.client_handler.on_package(self, cmd, args)
def run_gui(self) -> None: def run_gui(self) -> None:
from kvui import GameManager from kvui import GameManager
@@ -735,6 +732,6 @@ async def main() -> None:
if __name__ == '__main__': if __name__ == '__main__':
colorama.just_fix_windows_console() colorama.init()
asyncio.run(main()) asyncio.run(main())
colorama.deinit() colorama.deinit()

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@@ -500,7 +500,7 @@ def main():
import colorama import colorama
colorama.just_fix_windows_console() colorama.init()
asyncio.run(_main()) asyncio.run(_main())
colorama.deinit() colorama.deinit()

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@@ -47,7 +47,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self) return ".".join(str(item) for item in self)
__version__ = "0.6.2" __version__ = "0.6.0"
version_tuple = tuplize_version(__version__) version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux") is_linux = sys.platform.startswith("linux")
@@ -114,8 +114,6 @@ def cache_self1(function: typing.Callable[[S, T], RetType]) -> typing.Callable[[
cache[arg] = res cache[arg] = res
return res return res
wrap.__defaults__ = function.__defaults__
return wrap return wrap
@@ -154,15 +152,8 @@ def home_path(*path: str) -> str:
if hasattr(home_path, 'cached_path'): if hasattr(home_path, 'cached_path'):
pass pass
elif sys.platform.startswith('linux'): elif sys.platform.startswith('linux'):
xdg_data_home = os.getenv('XDG_DATA_HOME', os.path.expanduser('~/.local/share')) home_path.cached_path = os.path.expanduser('~/Archipelago')
home_path.cached_path = xdg_data_home + '/Archipelago' os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
if not os.path.isdir(home_path.cached_path):
legacy_home_path = os.path.expanduser('~/Archipelago')
if os.path.isdir(legacy_home_path):
os.renames(legacy_home_path, home_path.cached_path)
os.symlink(home_path.cached_path, legacy_home_path)
else:
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
else: else:
# not implemented # not implemented
home_path.cached_path = local_path() # this will generate the same exceptions we got previously home_path.cached_path = local_path() # this will generate the same exceptions we got previously
@@ -429,9 +420,6 @@ class RestrictedUnpickler(pickle.Unpickler):
def find_class(self, module: str, name: str) -> type: def find_class(self, module: str, name: str) -> type:
if module == "builtins" and name in safe_builtins: if module == "builtins" and name in safe_builtins:
return getattr(builtins, name) return getattr(builtins, name)
# used by OptionCounter
if module == "collections" and name == "Counter":
return collections.Counter
# used by MultiServer -> savegame/multidata # used by MultiServer -> savegame/multidata
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint", if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint",
"SlotType", "NetworkSlot", "HintStatus"}: "SlotType", "NetworkSlot", "HintStatus"}:
@@ -448,8 +436,7 @@ class RestrictedUnpickler(pickle.Unpickler):
else: else:
mod = importlib.import_module(module) mod = importlib.import_module(module)
obj = getattr(mod, name) obj = getattr(mod, name)
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection, if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection)):
self.options_module.PlandoText)):
return obj return obj
# Forbid everything else. # Forbid everything else.
raise pickle.UnpicklingError(f"global '{module}.{name}' is forbidden") raise pickle.UnpicklingError(f"global '{module}.{name}' is forbidden")
@@ -547,8 +534,7 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
sys.__excepthook__(exc_type, exc_value, exc_traceback) sys.__excepthook__(exc_type, exc_value, exc_traceback)
return return
logging.getLogger(exception_logger).exception("Uncaught exception", logging.getLogger(exception_logger).exception("Uncaught exception",
exc_info=(exc_type, exc_value, exc_traceback), exc_info=(exc_type, exc_value, exc_traceback))
extra={"NoStream": exception_logger is None})
return orig_hook(exc_type, exc_value, exc_traceback) return orig_hook(exc_type, exc_value, exc_traceback)
handle_exception._wrapped = True handle_exception._wrapped = True
@@ -635,8 +621,6 @@ def get_fuzzy_results(input_word: str, word_list: typing.Collection[str], limit:
import jellyfish import jellyfish
def get_fuzzy_ratio(word1: str, word2: str) -> float: def get_fuzzy_ratio(word1: str, word2: str) -> float:
if word1 == word2:
return 1.01
return (1 - jellyfish.damerau_levenshtein_distance(word1.lower(), word2.lower()) return (1 - jellyfish.damerau_levenshtein_distance(word1.lower(), word2.lower())
/ max(len(word1), len(word2))) / max(len(word1), len(word2)))
@@ -657,10 +641,8 @@ def get_intended_text(input_text: str, possible_answers) -> typing.Tuple[str, bo
picks = get_fuzzy_results(input_text, possible_answers, limit=2) picks = get_fuzzy_results(input_text, possible_answers, limit=2)
if len(picks) > 1: if len(picks) > 1:
dif = picks[0][1] - picks[1][1] dif = picks[0][1] - picks[1][1]
if picks[0][1] == 101: if picks[0][1] == 100:
return picks[0][0], True, "Perfect Match" return picks[0][0], True, "Perfect Match"
elif picks[0][1] == 100:
return picks[0][0], True, "Case Insensitive Perfect Match"
elif picks[0][1] < 75: elif picks[0][1] < 75:
return picks[0][0], False, f"Didn't find something that closely matches '{input_text}', " \ return picks[0][0], False, f"Didn't find something that closely matches '{input_text}', " \
f"did you mean '{picks[0][0]}'? ({picks[0][1]}% sure)" f"did you mean '{picks[0][0]}'? ({picks[0][1]}% sure)"
@@ -950,7 +932,7 @@ def freeze_support() -> None:
def visualize_regions(root_region: Region, file_name: str, *, def visualize_regions(root_region: Region, file_name: str, *,
show_entrance_names: bool = False, show_locations: bool = True, show_other_regions: bool = True, 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. """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.) :param root_region: The region from which to start the diagram from. (Usually the "Menu" region of your world.)
@@ -966,22 +948,16 @@ def visualize_regions(root_region: Region, file_name: str, *,
Items without ID will be shown in italics. 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 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 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: Example usage in World code:
from Utils import visualize_regions from Utils import visualize_regions
state = self.multiworld.get_all_state(False) visualize_regions(self.multiworld.get_region("Menu", self.player), "my_world.puml")
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])
Example usage in Main code: Example usage in Main code:
from Utils import visualize_regions from Utils import visualize_regions
for player in multiworld.player_ids: for player in multiworld.player_ids:
visualize_regions(multiworld.get_region("Menu", player), f"{multiworld.get_out_file_name_base(player)}.puml") 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" assert root_region.multiworld, "The multiworld attribute of root_region has to be filled"
from BaseClasses import Entrance, Item, Location, LocationProgressType, MultiWorld, Region from BaseClasses import Entrance, Item, Location, LocationProgressType, MultiWorld, Region
from collections import deque from collections import deque
@@ -1034,7 +1010,7 @@ def visualize_regions(root_region: Region, file_name: str, *,
uml.append(f"\"{fmt(region)}\" : {{field}} {lock}{fmt(location)}") uml.append(f"\"{fmt(region)}\" : {{field}} {lock}{fmt(location)}")
def visualize_region(region: Region) -> None: 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: if show_locations:
visualize_locations(region) visualize_locations(region)
visualize_exits(region) visualize_exits(region)

View File

@@ -214,11 +214,17 @@ class WargrooveContext(CommonContext):
def run_gui(self): def run_gui(self):
"""Import kivy UI system and start running it as self.ui_task.""" """Import kivy UI system and start running it as self.ui_task."""
from kvui import GameManager, HoverBehavior, ServerToolTip from kvui import GameManager, HoverBehavior, ServerToolTip
from kivymd.uix.tab import MDTabsItem, MDTabsItemText from kivy.uix.tabbedpanel import TabbedPanelItem
from kivy.lang import Builder from kivy.lang import Builder
from kivy.uix.button import Button
from kivy.uix.togglebutton import ToggleButton from kivy.uix.togglebutton import ToggleButton
from kivy.uix.boxlayout import BoxLayout from kivy.uix.boxlayout import BoxLayout
from kivy.uix.gridlayout import GridLayout
from kivy.uix.image import AsyncImage, Image
from kivy.uix.stacklayout import StackLayout
from kivy.uix.label import Label from kivy.uix.label import Label
from kivy.properties import ColorProperty
from kivy.uix.image import Image
import pkgutil import pkgutil
class TrackerLayout(BoxLayout): class TrackerLayout(BoxLayout):
@@ -440,6 +446,6 @@ if __name__ == '__main__':
parser = get_base_parser(description="Wargroove Client, for text interfacing.") parser = get_base_parser(description="Wargroove Client, for text interfacing.")
args, rest = parser.parse_known_args() args, rest = parser.parse_known_args()
colorama.just_fix_windows_console() colorama.init()
asyncio.run(main(args)) asyncio.run(main(args))
colorama.deinit() colorama.deinit()

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

View File

@@ -28,6 +28,6 @@ def get_seeds():
response.append({ response.append({
"seed_id": seed.id, "seed_id": seed.id,
"creation_time": seed.creation_time, "creation_time": seed.creation_time,
"players": get_players(seed), "players": get_players(seed.slots),
}) })
return jsonify(response) return jsonify(response)

View File

@@ -9,7 +9,7 @@ from threading import Event, Thread
from typing import Any from typing import Any
from uuid import UUID from uuid import UUID
from pony.orm import db_session, select, commit, PrimaryKey from pony.orm import db_session, select, commit
from Utils import restricted_loads from Utils import restricted_loads
from .locker import Locker, AlreadyRunningException from .locker import Locker, AlreadyRunningException
@@ -36,21 +36,12 @@ def handle_generation_failure(result: BaseException):
logging.exception(e) logging.exception(e)
def _mp_gen_game(gen_options: dict, meta: dict[str, Any] | None = None, owner=None, sid=None) -> PrimaryKey | None:
from setproctitle import setproctitle
setproctitle(f"Generator ({sid})")
res = gen_game(gen_options, meta=meta, owner=owner, sid=sid)
setproctitle(f"Generator (idle)")
return res
def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation): def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
try: try:
meta = json.loads(generation.meta) meta = json.loads(generation.meta)
options = restricted_loads(generation.options) options = restricted_loads(generation.options)
logging.info(f"Generating {generation.id} for {len(options)} players") logging.info(f"Generating {generation.id} for {len(options)} players")
pool.apply_async(_mp_gen_game, (options,), pool.apply_async(gen_game, (options,),
{"meta": meta, {"meta": meta,
"sid": generation.id, "sid": generation.id,
"owner": generation.owner}, "owner": generation.owner},
@@ -64,10 +55,6 @@ def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
def init_generator(config: dict[str, Any]) -> None: def init_generator(config: dict[str, Any]) -> None:
from setproctitle import setproctitle
setproctitle("Generator (idle)")
try: try:
import resource import resource
except ModuleNotFoundError: except ModuleNotFoundError:

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@@ -117,7 +117,6 @@ class WebHostContext(Context):
self.gamespackage = {"Archipelago": static_gamespackage.get("Archipelago", {})} # this may be modified by _load 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.item_name_groups = {"Archipelago": static_item_name_groups.get("Archipelago", {})}
self.location_name_groups = {"Archipelago": static_location_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", {})): for game in list(multidata.get("datapackage", {})):
game_data = multidata["datapackage"][game] game_data = multidata["datapackage"][game]
@@ -133,13 +132,11 @@ class WebHostContext(Context):
continue continue
else: else:
self.logger.warning(f"Did not find game_data_package for {game}: {game_data['checksum']}") 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.gamespackage[game] = static_gamespackage.get(game, {})
self.item_name_groups[game] = static_item_name_groups.get(game, {}) self.item_name_groups[game] = static_item_name_groups.get(game, {})
self.location_name_groups[game] = static_location_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 # all static -> use the static dicts directly
self.gamespackage = static_gamespackage self.gamespackage = static_gamespackage
self.item_name_groups = static_item_name_groups self.item_name_groups = static_item_name_groups
@@ -227,9 +224,6 @@ def set_up_logging(room_id) -> logging.Logger:
def run_server_process(name: str, ponyconfig: dict, static_server_data: dict, def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
cert_file: typing.Optional[str], cert_key_file: typing.Optional[str], cert_file: typing.Optional[str], cert_key_file: typing.Optional[str],
host: str, rooms_to_run: multiprocessing.Queue, rooms_shutting_down: multiprocessing.Queue): host: str, rooms_to_run: multiprocessing.Queue, rooms_shutting_down: multiprocessing.Queue):
from setproctitle import setproctitle
setproctitle(name)
Utils.init_logging(name) Utils.init_logging(name)
try: try:
import resource import resource
@@ -250,23 +244,8 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
raise Exception("Worlds system should not be loaded in the custom server.") raise Exception("Worlds system should not be loaded in the custom server.")
import gc import gc
ssl_context = load_server_cert(cert_file, cert_key_file) if cert_file else None
if not cert_file: del cert_file, cert_key_file, ponyconfig
def get_ssl_context():
return None
else:
load_date = None
ssl_context = load_server_cert(cert_file, cert_key_file)
def get_ssl_context():
nonlocal load_date, ssl_context
today = datetime.date.today()
if load_date != today:
ssl_context = load_server_cert(cert_file, cert_key_file)
load_date = today
return ssl_context
del ponyconfig
gc.collect() # free intermediate objects used during setup gc.collect() # free intermediate objects used during setup
loop = asyncio.get_event_loop() loop = asyncio.get_event_loop()
@@ -281,12 +260,12 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
assert ctx.server is None assert ctx.server is None
try: try:
ctx.server = websockets.serve( ctx.server = websockets.serve(
functools.partial(server, ctx=ctx), ctx.host, ctx.port, ssl=get_ssl_context()) functools.partial(server, ctx=ctx), ctx.host, ctx.port, ssl=ssl_context)
await ctx.server await ctx.server
except OSError: # likely port in use except OSError: # likely port in use
ctx.server = websockets.serve( ctx.server = websockets.serve(
functools.partial(server, ctx=ctx), ctx.host, 0, ssl=get_ssl_context()) functools.partial(server, ctx=ctx), ctx.host, 0, ssl=ssl_context)
await ctx.server await ctx.server
port = 0 port = 0

View File

@@ -31,11 +31,11 @@ def get_meta(options_source: dict, race: bool = False) -> Dict[str, Union[List[s
server_options = { server_options = {
"hint_cost": int(options_source.get("hint_cost", ServerOptions.hint_cost)), "hint_cost": int(options_source.get("hint_cost", ServerOptions.hint_cost)),
"release_mode": str(options_source.get("release_mode", ServerOptions.release_mode)), "release_mode": options_source.get("release_mode", ServerOptions.release_mode),
"remaining_mode": str(options_source.get("remaining_mode", ServerOptions.remaining_mode)), "remaining_mode": options_source.get("remaining_mode", ServerOptions.remaining_mode),
"collect_mode": str(options_source.get("collect_mode", ServerOptions.collect_mode)), "collect_mode": options_source.get("collect_mode", ServerOptions.collect_mode),
"item_cheat": bool(int(options_source.get("item_cheat", not ServerOptions.disable_item_cheat))), "item_cheat": bool(int(options_source.get("item_cheat", not ServerOptions.disable_item_cheat))),
"server_password": str(options_source.get("server_password", None)), "server_password": options_source.get("server_password", None),
} }
generator_options = { generator_options = {
"spoiler": int(options_source.get("spoiler", GeneratorOptions.spoiler)), "spoiler": int(options_source.get("spoiler", GeneratorOptions.spoiler)),
@@ -135,7 +135,6 @@ def gen_game(gen_options: dict, meta: Optional[Dict[str, Any]] = None, owner=Non
{"bosses", "items", "connections", "texts"})) {"bosses", "items", "connections", "texts"}))
erargs.skip_prog_balancing = False erargs.skip_prog_balancing = False
erargs.skip_output = False erargs.skip_output = False
erargs.spoiler_only = False
erargs.csv_output = False erargs.csv_output = False
name_counter = Counter() name_counter = Counter()

View File

@@ -35,12 +35,6 @@ def start_playing():
@app.route('/games/<string:game>/info/<string:lang>') @app.route('/games/<string:game>/info/<string:lang>')
@cache.cached() @cache.cached()
def game_info(game, lang): def game_info(game, lang):
try:
world = AutoWorldRegister.world_types[game]
if lang not in world.web.game_info_languages:
raise KeyError("Sorry, this game's info page is not available in that language yet.")
except KeyError:
return abort(404)
return render_template('gameInfo.html', game=game, lang=lang, theme=get_world_theme(game)) return render_template('gameInfo.html', game=game, lang=lang, theme=get_world_theme(game))
@@ -58,12 +52,6 @@ def games():
@app.route('/tutorial/<string:game>/<string:file>/<string:lang>') @app.route('/tutorial/<string:game>/<string:file>/<string:lang>')
@cache.cached() @cache.cached()
def tutorial(game, file, lang): def tutorial(game, file, lang):
try:
world = AutoWorldRegister.world_types[game]
if lang not in [tut.link.split("/")[1] for tut in world.web.tutorials]:
raise KeyError("Sorry, the tutorial is not available in that language yet.")
except KeyError:
return abort(404)
return render_template("tutorial.html", game=game, file=file, lang=lang, theme=get_world_theme(game)) return render_template("tutorial.html", game=game, file=file, lang=lang, theme=get_world_theme(game))

View File

@@ -6,7 +6,7 @@ from typing import Dict, Union
from docutils.core import publish_parts from docutils.core import publish_parts
import yaml import yaml
from flask import redirect, render_template, request, Response, abort from flask import redirect, render_template, request, Response
import Options import Options
from Utils import local_path from Utils import local_path
@@ -108,7 +108,7 @@ def option_presets(game: str) -> Response:
f"Expected {option.special_range_names.keys()} or {option.range_start}-{option.range_end}." f"Expected {option.special_range_names.keys()} or {option.range_start}-{option.range_end}."
presets[preset_name][preset_option_name] = option.value presets[preset_name][preset_option_name] = option.value
elif isinstance(option, (Options.Range, Options.OptionSet, Options.OptionList, Options.OptionCounter)): elif isinstance(option, (Options.Range, Options.OptionSet, Options.OptionList, Options.ItemDict)):
presets[preset_name][preset_option_name] = option.value presets[preset_name][preset_option_name] = option.value
elif isinstance(preset_option, str): elif isinstance(preset_option, str):
# Ensure the option value is valid for Choice and Toggle options # Ensure the option value is valid for Choice and Toggle options
@@ -142,10 +142,7 @@ def weighted_options_old():
@app.route("/games/<string:game>/weighted-options") @app.route("/games/<string:game>/weighted-options")
@cache.cached() @cache.cached()
def weighted_options(game: str): def weighted_options(game: str):
try: return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
except KeyError:
return abort(404)
@app.route("/games/<string:game>/generate-weighted-yaml", methods=["POST"]) @app.route("/games/<string:game>/generate-weighted-yaml", methods=["POST"])
@@ -200,10 +197,7 @@ def generate_weighted_yaml(game: str):
@app.route("/games/<string:game>/player-options") @app.route("/games/<string:game>/player-options")
@cache.cached() @cache.cached()
def player_options(game: str): def player_options(game: str):
try: return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
except KeyError:
return abort(404)
# YAML generator for player-options # YAML generator for player-options
@@ -222,7 +216,7 @@ def generate_yaml(game: str):
for key, val in options.copy().items(): for key, val in options.copy().items():
key_parts = key.rsplit("||", 2) key_parts = key.rsplit("||", 2)
# Detect and build OptionCounter options from their name pattern # Detect and build ItemDict options from their name pattern
if key_parts[-1] == "qty": if key_parts[-1] == "qty":
if key_parts[0] not in options: if key_parts[0] not in options:
options[key_parts[0]] = {} options[key_parts[0]] = {}

View File

@@ -1,12 +1,11 @@
flask>=3.1.0 flask>=3.0.3
werkzeug>=3.1.3 werkzeug>=3.0.6
pony>=0.7.19 pony>=0.7.19
waitress>=3.0.2 waitress>=3.0.0
Flask-Caching>=2.3.0 Flask-Caching>=2.3.0
Flask-Compress>=1.17 Flask-Compress>=1.15
Flask-Limiter>=3.12 Flask-Limiter>=3.8.0
bokeh>=3.6.3 bokeh>=3.5.2
markupsafe>=3.0.2 markupsafe>=2.1.5
Markdown>=3.7 Markdown>=3.7
mdx-breakless-lists>=1.0.1 mdx-breakless-lists>=1.0.1
setproctitle>=1.3.5

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 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 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). Here is a list of our [Supported Games](https://archipelago.gg/games).
## Can I generate a single-player game with Archipelago? ## Can I generate a single-player game with Archipelago?

View File

@@ -23,6 +23,7 @@ window.addEventListener('load', () => {
showdown.setOption('strikethrough', true); showdown.setOption('strikethrough', true);
showdown.setOption('literalMidWordUnderscores', true); showdown.setOption('literalMidWordUnderscores', true);
gameInfo.innerHTML += (new showdown.Converter()).makeHtml(results); gameInfo.innerHTML += (new showdown.Converter()).makeHtml(results);
adjustHeaderWidth();
// Reset the id of all header divs to something nicer // Reset the id of all header divs to something nicer
for (const header of document.querySelectorAll('h1, h2, h3, h4, h5, h6')) { for (const header of document.querySelectorAll('h1, h2, h3, h4, h5, h6')) {
@@ -41,5 +42,10 @@ window.addEventListener('load', () => {
scrollTarget?.scrollIntoView(); scrollTarget?.scrollIntoView();
} }
}); });
}).catch((error) => {
console.error(error);
gameInfo.innerHTML =
`<h2>This page is out of logic!</h2>
<h3>Click <a href="${window.location.origin}">here</a> to return to safety.</h3>`;
}); });
}); });

View File

@@ -6,4 +6,6 @@ window.addEventListener('load', () => {
document.getElementById('file-input').addEventListener('change', () => { document.getElementById('file-input').addEventListener('change', () => {
document.getElementById('host-game-form').submit(); document.getElementById('host-game-form').submit();
}); });
adjustFooterHeight();
}); });

View File

@@ -0,0 +1,47 @@
const adjustFooterHeight = () => {
// If there is no footer on this page, do nothing
const footer = document.getElementById('island-footer');
if (!footer) { return; }
// If the body is taller than the window, also do nothing
if (document.body.offsetHeight > window.innerHeight) {
footer.style.marginTop = '0';
return;
}
// Add a margin-top to the footer to position it at the bottom of the screen
const sibling = footer.previousElementSibling;
const margin = (window.innerHeight - sibling.offsetTop - sibling.offsetHeight - footer.offsetHeight);
if (margin < 1) {
footer.style.marginTop = '0';
return;
}
footer.style.marginTop = `${margin}px`;
};
const adjustHeaderWidth = () => {
// If there is no header, do nothing
const header = document.getElementById('base-header');
if (!header) { return; }
const tempDiv = document.createElement('div');
tempDiv.style.width = '100px';
tempDiv.style.height = '100px';
tempDiv.style.overflow = 'scroll';
tempDiv.style.position = 'absolute';
tempDiv.style.top = '-500px';
document.body.appendChild(tempDiv);
const scrollbarWidth = tempDiv.offsetWidth - tempDiv.clientWidth;
document.body.removeChild(tempDiv);
const documentRoot = document.compatMode === 'BackCompat' ? document.body : document.documentElement;
const margin = (documentRoot.scrollHeight > documentRoot.clientHeight) ? 0-scrollbarWidth : 0;
document.getElementById('base-header-right').style.marginRight = `${margin}px`;
};
window.addEventListener('load', () => {
window.addEventListener('resize', adjustFooterHeight);
window.addEventListener('resize', adjustHeaderWidth);
adjustFooterHeight();
adjustHeaderWidth();
});

View File

@@ -25,6 +25,7 @@ window.addEventListener('load', () => {
showdown.setOption('literalMidWordUnderscores', true); showdown.setOption('literalMidWordUnderscores', true);
showdown.setOption('disableForced4SpacesIndentedSublists', true); showdown.setOption('disableForced4SpacesIndentedSublists', true);
tutorialWrapper.innerHTML += (new showdown.Converter()).makeHtml(results); tutorialWrapper.innerHTML += (new showdown.Converter()).makeHtml(results);
adjustHeaderWidth();
const title = document.querySelector('h1') const title = document.querySelector('h1')
if (title) { if (title) {
@@ -48,5 +49,10 @@ window.addEventListener('load', () => {
scrollTarget?.scrollIntoView(); scrollTarget?.scrollIntoView();
} }
}); });
}).catch((error) => {
console.error(error);
tutorialWrapper.innerHTML =
`<h2>This page is out of logic!</h2>
<h3>Click <a href="${window.location.origin}/tutorial">here</a> to return to safety.</h3>`;
}); });
}); });

View File

@@ -36,13 +36,6 @@ html{
body{ body{
margin: 0; margin: 0;
display: flex;
flex-direction: column;
min-height: calc(100vh - 110px);
}
main {
flex-grow: 1;
} }
a{ a{

View File

@@ -75,27 +75,6 @@
#inventory-table img.acquired.green{ /*32CD32*/ #inventory-table img.acquired.green{ /*32CD32*/
filter: hue-rotate(84deg) saturate(10) brightness(0.7); 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{ #inventory-table div.image-stack{
display: grid; display: grid;

View File

@@ -1,6 +1,5 @@
{% extends 'pageWrapper.html' %} {% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %} {% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %} {% block head %}
<title>Page Not Found (404)</title> <title>Page Not Found (404)</title>
@@ -14,4 +13,5 @@
The page you're looking for doesn&apos;t exist.<br /> The page you're looking for doesn&apos;t exist.<br />
<a href="/">Click here to return to safety.</a> <a href="/">Click here to return to safety.</a>
</div> </div>
{% include 'islandFooter.html' %}
{% endblock %} {% endblock %}

View File

@@ -1,5 +1,4 @@
{% extends 'pageWrapper.html' %} {% extends 'pageWrapper.html' %}
{% set show_footer = True %}
{% block head %} {% block head %}
<title>Upload Multidata</title> <title>Upload Multidata</title>
@@ -28,4 +27,6 @@
</div> </div>
</div> </div>
</div> </div>
{% include 'islandFooter.html' %}
{% endblock %} {% endblock %}

View File

@@ -1,6 +1,6 @@
{% block footer %} {% block footer %}
<footer id="island-footer"> <footer id="island-footer">
<div id="copyright-notice">Copyright 2025 Archipelago</div> <div id="copyright-notice">Copyright 2024 Archipelago</div>
<div id="links"> <div id="links">
<a href="/sitemap">Site Map</a> <a href="/sitemap">Site Map</a>
- -

View File

@@ -1,5 +1,4 @@
{% extends 'pageWrapper.html' %} {% extends 'pageWrapper.html' %}
{% set show_footer = True %}
{% block head %} {% block head %}
<title>Archipelago</title> <title>Archipelago</title>
@@ -58,4 +57,5 @@
</div> </div>
</div> </div>
</div> </div>
{% include 'islandFooter.html' %}
{% endblock %} {% endblock %}

View File

@@ -5,29 +5,26 @@
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tooltip.css") }}" /> <link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tooltip.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/cookieNotice.css") }}" /> <link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/cookieNotice.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/globalStyles.css") }}" /> <link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/globalStyles.css") }}" />
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/styleController.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/cookieNotice.js") }}"></script> <script type="application/ecmascript" src="{{ url_for('static', filename="assets/cookieNotice.js") }}"></script>
{% block head %} {% block head %}
<title>Archipelago</title> <title>Archipelago</title>
{% endblock %} {% endblock %}
</head> </head>
<body> <body>
<main>
{% with messages = get_flashed_messages() %}
{% if messages %}
<div>
{% for message in messages | unique %}
<div class="user-message">{{ message }}</div>
{% endfor %}
</div>
{% endif %}
{% endwith %}
{% block body %} {% with messages = get_flashed_messages() %}
{% endblock %} {% if messages %}
</main> <div>
{% for message in messages | unique %}
{% if show_footer %} <div class="user-message">{{ message }}</div>
{% include "islandFooter.html" %} {% endfor %}
</div>
{% endif %} {% endif %}
{% endwith %}
{% block body %}
{% endblock %}
</body> </body>
</html> </html>

View File

@@ -111,19 +111,10 @@
</div> </div>
{% endmacro %} {% endmacro %}
{% macro OptionCounter(option_name, option) %} {% macro ItemDict(option_name, option) %}
{% set relevant_keys = option.valid_keys %}
{% if not relevant_keys %}
{% if option.verify_item_name %}
{% set relevant_keys = world.item_names %}
{% elif option.verify_location_name %}
{% set relevant_keys = world.location_names %}
{% endif %}
{% endif %}
{{ OptionTitle(option_name, option) }} {{ OptionTitle(option_name, option) }}
<div class="option-container"> <div class="option-container">
{% for item_name in (relevant_keys if relevant_keys is ordered else relevant_keys|sort) %} {% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
<div class="option-entry"> <div class="option-entry">
<label for="{{ option_name }}-{{ item_name }}-qty">{{ item_name }}</label> <label for="{{ option_name }}-{{ item_name }}-qty">{{ item_name }}</label>
<input type="number" id="{{ option_name }}-{{ item_name }}-qty" name="{{ option_name }}||{{ item_name }}||qty" value="{{ option.default[item_name]|default("0") }}" data-option-name="{{ option_name }}" data-item-name="{{ item_name }}" /> <input type="number" id="{{ option_name }}-{{ item_name }}-qty" name="{{ option_name }}||{{ item_name }}||qty" value="{{ option.default[item_name]|default("0") }}" data-option-name="{{ option_name }}" data-item-name="{{ item_name }}" />
@@ -222,7 +213,7 @@
{% endmacro %} {% endmacro %}
{% macro RandomizeButton(option_name, option) %} {% macro RandomizeButton(option_name, option) %}
<div class="randomize-button" data-tooltip="Pick a random value for this option."> <div class="randomize-button" data-tooltip="Toggle randomization for this option!">
<label for="random-{{ option_name }}"> <label for="random-{{ option_name }}">
<input type="checkbox" id="random-{{ option_name }}" name="random-{{ option_name }}" class="randomize-checkbox" data-option-name="{{ option_name }}" {{ "checked" if option.default == "random" }} /> <input type="checkbox" id="random-{{ option_name }}" name="random-{{ option_name }}" class="randomize-checkbox" data-option-name="{{ option_name }}" {{ "checked" if option.default == "random" }} />
🎲 🎲

View File

@@ -93,10 +93,8 @@
{% elif issubclass(option, Options.FreeText) %} {% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }} {{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.OptionCounter) and ( {% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
option.valid_keys or option.verify_item_name or option.verify_location_name {{ inputs.ItemDict(option_name, option) }}
) %}
{{ inputs.OptionCounter(option_name, option) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %} {% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }} {{ inputs.OptionList(option_name, option) }}
@@ -135,10 +133,8 @@
{% elif issubclass(option, Options.FreeText) %} {% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }} {{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.OptionCounter) and ( {% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
option.valid_keys or option.verify_item_name or option.verify_location_name {{ inputs.ItemDict(option_name, option) }}
) %}
{{ inputs.OptionCounter(option_name, option) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %} {% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }} {{ inputs.OptionList(option_name, option) }}

View File

@@ -1,6 +1,5 @@
{% extends 'pageWrapper.html' %} {% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %} {% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %} {% block head %}
<title>Generation failed, please retry.</title> <title>Generation failed, please retry.</title>
@@ -16,4 +15,5 @@
{{ seed_error }} {{ seed_error }}
</div> </div>
</div> </div>
{% include 'islandFooter.html' %}
{% endblock %} {% endblock %}

View File

@@ -1,5 +1,4 @@
{% extends 'pageWrapper.html' %} {% extends 'pageWrapper.html' %}
{% set show_footer = True %}
{% block head %} {% block head %}
<title>Start Playing</title> <title>Start Playing</title>
@@ -27,4 +26,6 @@
</p> </p>
</div> </div>
</div> </div>
{% include 'islandFooter.html' %}
{% endblock %} {% endblock %}

View File

@@ -99,52 +99,6 @@
{% endif %} {% endif %}
</div> </div>
</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> </div>
<table id="location-table"> <table id="location-table">

View File

@@ -29,8 +29,7 @@
<div id="user-content-wrapper" class="markdown"> <div id="user-content-wrapper" class="markdown">
<div id="user-content" class="grass-island"> <div id="user-content" class="grass-island">
<h1>User Content</h1> <h1>User Content</h1>
Below is a list of all the content you have generated on this site. Rooms and seeds are listed separately.<br/> Below is a list of all the content you have generated on this site. Rooms and seeds are listed separately.
Sessions can be saved or synced across devices using the <a href="{{url_for('show_session')}}">Sessions Page.</a>
<h2>Your Rooms</h2> <h2>Your Rooms</h2>
{% if rooms %} {% if rooms %}

View File

@@ -1,6 +1,5 @@
{% extends 'pageWrapper.html' %} {% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %} {% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %} {% block head %}
<title>View Seed {{ seed.id|suuid }}</title> <title>View Seed {{ seed.id|suuid }}</title>
@@ -51,4 +50,5 @@
</table> </table>
</div> </div>
</div> </div>
{% include 'islandFooter.html' %}
{% endblock %} {% endblock %}

View File

@@ -1,12 +1,9 @@
{% extends 'pageWrapper.html' %} {% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %} {% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %} {% block head %}
<title>Generation in Progress</title> <title>Generation in Progress</title>
<noscript> <meta http-equiv="refresh" content="1">
<meta http-equiv="refresh" content="1">
</noscript>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/waitSeed.css") }}"/> <link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/waitSeed.css") }}"/>
{% endblock %} {% endblock %}
@@ -18,34 +15,5 @@
Waiting for game to generate, this page auto-refreshes to check. Waiting for game to generate, this page auto-refreshes to check.
</div> </div>
</div> </div>
<script> {% include 'islandFooter.html' %}
const waitSeedDiv = document.getElementById("wait-seed");
async function checkStatus() {
try {
const response = await fetch("{{ url_for('api.wait_seed_api', seed=seed_id) }}");
if (response.status !== 202) {
// Seed is ready; reload page to load seed page.
location.reload();
return;
}
const data = await response.json();
waitSeedDiv.innerHTML = `
<h1>Generation in Progress</h1>
<p>${data.text}</p>
`;
setTimeout(checkStatus, 1000); // Continue polling.
} catch (error) {
waitSeedDiv.innerHTML = `
<h1>Progress Unknown</h1>
<p>${error.message}<br />(Last checked: ${new Date().toLocaleTimeString()})</p>
`;
setTimeout(checkStatus, 1000);
}
}
setTimeout(checkStatus, 1000);
</script>
{% endblock %} {% endblock %}

View File

@@ -113,18 +113,9 @@
{{ TextChoice(option_name, option) }} {{ TextChoice(option_name, option) }}
{% endmacro %} {% endmacro %}
{% macro OptionCounter(option_name, option, world) %} {% macro ItemDict(option_name, option, world) %}
{% set relevant_keys = option.valid_keys %}
{% if not relevant_keys %}
{% if option.verify_item_name %}
{% set relevant_keys = world.item_names %}
{% elif option.verify_location_name %}
{% set relevant_keys = world.location_names %}
{% endif %}
{% endif %}
<div class="dict-container"> <div class="dict-container">
{% for item_name in (relevant_keys if relevant_keys is ordered else relevant_keys|sort) %} {% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
<div class="dict-entry"> <div class="dict-entry">
<label for="{{ option_name }}-{{ item_name }}-qty">{{ item_name }}</label> <label for="{{ option_name }}-{{ item_name }}-qty">{{ item_name }}</label>
<input <input

View File

@@ -83,10 +83,8 @@
{% elif issubclass(option, Options.FreeText) %} {% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }} {{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.OptionCounter) and ( {% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
option.valid_keys or option.verify_item_name or option.verify_location_name {{ inputs.ItemDict(option_name, option, world) }}
) %}
{{ inputs.OptionCounter(option_name, option, world) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %} {% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }} {{ inputs.OptionList(option_name, option) }}
@@ -102,7 +100,7 @@
{% else %} {% else %}
<div class="unsupported-option"> <div class="unsupported-option">
This option cannot be modified here. Please edit your .yaml file manually. This option is not supported. Please edit your .yaml file manually.
</div> </div>
{% endif %} {% endif %}

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", "Plasma Orb": "https://timespinnerwiki.com/mediawiki/images/4/44/Plasma_Orb.png",
"Kobo": "https://timespinnerwiki.com/mediawiki/images/c/c6/Familiar_Kobo.png", "Kobo": "https://timespinnerwiki.com/mediawiki/images/c/c6/Familiar_Kobo.png",
"Merchant Crow": "https://timespinnerwiki.com/mediawiki/images/4/4e/Familiar_Crow.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 = { timespinner_location_ids = {
@@ -1123,9 +1118,6 @@ if "Timespinner" in network_data_package["games"]:
timespinner_location_ids["Ancient Pyramid"] += [ timespinner_location_ids["Ancient Pyramid"] += [
1337237, 1337238, 1337239, 1337237, 1337238, 1337239,
1337240, 1337241, 1337242, 1337243, 1337244, 1337245] 1337240, 1337241, 1337242, 1337243, 1337244, 1337245]
if (slot_data["PyramidStart"]):
timespinner_location_ids["Ancient Pyramid"] += [
1337233, 1337234, 1337235]
display_data = {} display_data = {}

View File

@@ -386,7 +386,7 @@ if __name__ == '__main__':
parser.add_argument('diff_file', default="", type=str, nargs="?", parser.add_argument('diff_file', default="", type=str, nargs="?",
help='Path to a Archipelago Binary Patch file') help='Path to a Archipelago Binary Patch file')
args = parser.parse_args() args = parser.parse_args()
colorama.just_fix_windows_console() colorama.init()
asyncio.run(main(args)) asyncio.run(main(args))
colorama.deinit() colorama.deinit()

View File

@@ -14,60 +14,23 @@
salmon: "FA8072" # typically trap item salmon: "FA8072" # typically trap item
white: "FFFFFF" # not used, if you want to change the generic text color change color in Label white: "FFFFFF" # not used, if you want to change the generic text color change color in Label
orange: "FF7700" # Used for command echo orange: "FF7700" # Used for command echo
# KivyMD theming parameters <Label>:
theme_style: "Dark" # Light/Dark color: "FFFFFF"
primary_palette: "Lightsteelblue" # Many options <TabbedPanel>:
dynamic_scheme_name: "VIBRANT" tab_width: root.width / app.tab_count
dynamic_scheme_contrast: 0.0
<MDLabel>:
color: self.theme_cls.primaryColor
<BaseButton>:
ripple_color: app.theme_cls.primaryColor
ripple_duration_in_fast: 0.2
<MDTabsItemBase>:
ripple_color: app.theme_cls.primaryColor
ripple_duration_in_fast: 0.2
<TooltipLabel>: <TooltipLabel>:
adaptive_height: True text_size: self.width, None
theme_font_size: "Custom" size_hint_y: None
font_size: "20dp" height: self.texture_size[1]
font_size: dp(20)
markup: True markup: True
halign: "left"
<SelectableLabel>: <SelectableLabel>:
size_hint: 1, None
theme_text_color: "Custom"
text_color: 1, 1, 1, 1
canvas.before: canvas.before:
Color: Color:
rgba: (self.theme_cls.primaryColor[0], self.theme_cls.primaryColor[1], self.theme_cls.primaryColor[2], .3) if self.selected else self.theme_cls.surfaceContainerLowestColor rgba: (.0, 0.9, .1, .3) if self.selected else (0.2, 0.2, 0.2, 1)
Rectangle: Rectangle:
size: self.size size: self.size
pos: self.pos pos: self.pos
<MarkupDropdownItem>
orientation: "vertical"
MDLabel:
text: root.text
valign: "center"
padding_x: "12dp"
shorten: True
shorten_from: "right"
theme_text_color: "Custom"
markup: True
text_color:
app.theme_cls.onSurfaceVariantColor \
if not root.text_color else \
root.text_color
MDDivider:
md_bg_color:
( \
app.theme_cls.outlineVariantColor \
if not root.divider_color \
else root.divider_color \
) \
if root.divider else \
(0, 0, 0, 0)
<UILog>: <UILog>:
messages: 1000 # amount of messages stored in client logs. messages: 1000 # amount of messages stored in client logs.
cols: 1 cols: 1
@@ -86,7 +49,7 @@
<HintLabel>: <HintLabel>:
canvas.before: canvas.before:
Color: Color:
rgba: (.0, 0.9, .1, .3) if self.selected else self.theme_cls.surfaceContainerHighColor if self.striped else self.theme_cls.surfaceContainerLowColor rgba: (.0, 0.9, .1, .3) if self.selected else (0.2, 0.2, 0.2, 1) if self.striped else (0.18, 0.18, 0.18, 1)
Rectangle: Rectangle:
size: self.size size: self.size
pos: self.pos pos: self.pos
@@ -163,12 +126,9 @@
<ToolTip>: <ToolTip>:
size: self.texture_size size: self.texture_size
size_hint: None, None size_hint: None, None
theme_font_size: "Custom"
font_size: dp(18) font_size: dp(18)
pos_hint: {'center_y': 0.5, 'center_x': 0.5} pos_hint: {'center_y': 0.5, 'center_x': 0.5}
halign: "left" halign: "left"
theme_text_color: "Custom"
text_color: (1, 1, 1, 1)
canvas.before: canvas.before:
Color: Color:
rgba: 0.2, 0.2, 0.2, 1 rgba: 0.2, 0.2, 0.2, 1
@@ -187,38 +147,3 @@
rectangle: self.x-2, self.y-2, self.width+4, self.height+4 rectangle: self.x-2, self.y-2, self.width+4, self.height+4
<ServerToolTip>: <ServerToolTip>:
pos_hint: {'center_y': 0.5, 'center_x': 0.5} pos_hint: {'center_y': 0.5, 'center_x': 0.5}
<AutocompleteHintInput>:
size_hint_y: None
height: "30dp"
multiline: False
write_tab: False
pos_hint: {"center_x": 0.5, "center_y": 0.5}
<ConnectBarTextInput>:
height: "30dp"
multiline: False
write_tab: False
role: "medium"
size_hint_y: None
pos_hint: {"center_x": 0.5, "center_y": 0.5}
<CommandPromptTextInput>:
size_hint_y: None
height: "30dp"
multiline: False
write_tab: False
pos_hint: {"center_x": 0.5, "center_y": 0.5}
<MessageBoxLabel>:
theme_text_color: "Custom"
text_color: 1, 1, 1, 1
<ScrollBox>:
layout: layout
bar_width: "12dp"
scroll_wheel_distance: 40
do_scroll_x: False
scroll_type: ['bars', 'content']
MDBoxLayout:
id: layout
orientation: "vertical"
spacing: 10
size_hint_y: None
height: self.minimum_height

View File

@@ -1,161 +0,0 @@
<LauncherCard>:
id: main
style: "filled"
padding: "4dp"
size_hint: 1, None
height: "75dp"
context_button: context
focus_behavior: False
MDRelativeLayout:
ApAsyncImage:
source: main.image
size: (48, 48)
size_hint: None, None
pos_hint: {"center_x": 0.1, "center_y": 0.5}
MDLabel:
text: main.component.display_name
pos_hint:{"center_x": 0.5, "center_y": 0.75 if main.component.description else 0.65}
halign: "center"
font_style: "Title"
role: "medium"
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDLabel:
text: main.component.description
pos_hint: {"center_x": 0.5, "center_y": 0.35}
halign: "center"
role: "small"
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDIconButton:
component: main.component
icon: "star" if self.component.display_name in app.favorites else "star-outline"
style: "standard"
pos_hint:{"center_x": 0.85, "center_y": 0.8}
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
detect_visible: False
on_release: app.set_favorite(self)
MDIconButton:
id: context
icon: "menu"
style: "standard"
pos_hint:{"center_x": 0.95, "center_y": 0.8}
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
detect_visible: False
MDButton:
pos_hint:{"center_x": 0.9, "center_y": 0.25}
size_hint_y: None
height: "25dp"
component: main.component
on_release: app.component_action(self)
detect_visible: False
MDButtonText:
text: "Open"
#:import Type worlds.LauncherComponents.Type
MDFloatLayout:
id: top_screen
MDGridLayout:
id: grid
cols: 2
spacing: "5dp"
padding: "10dp"
MDGridLayout:
id: navigation
cols: 1
size_hint_x: 0.25
MDButton:
id: all
style: "text"
type: (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "asterisk"
MDButtonText:
text: "All"
MDButton:
id: client
style: "text"
type: (Type.CLIENT, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "controller"
MDButtonText:
text: "Client"
MDButton:
id: Tool
style: "text"
type: (Type.TOOL, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "desktop-classic"
MDButtonText:
text: "Tool"
MDButton:
id: adjuster
style: "text"
type: (Type.ADJUSTER, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "wrench"
MDButtonText:
text: "Adjuster"
MDButton:
id: misc
style: "text"
type: (Type.MISC, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "dots-horizontal-circle-outline"
MDButtonText:
text: "Misc"
MDButton:
id: favorites
style: "text"
type: ("favorites", )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "star"
MDButtonText:
text: "Favorites"
MDNavigationDrawerDivider:
MDGridLayout:
id: main_layout
cols: 1
spacing: "10dp"
MDTextField:
id: search_box
mode: "outlined"
set_text: app.filter_clients_by_name
MDTextFieldLeadingIcon:
icon: "magnify"
MDTextFieldHintText:
text: "Search"
ScrollBox:
id: button_layout

View File

@@ -121,14 +121,6 @@ Response:
Expected Response Type: `HASH_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` - `GUARD`
Checks a section of memory against `expected_data`. If the bytes starting Checks a section of memory against `expected_data`. If the bytes starting
at `address` do not match `expected_data`, the response will have `value` at `address` do not match `expected_data`, the response will have `value`
@@ -224,12 +216,6 @@ Response:
Additional Fields: Additional Fields:
- `value` (`string`): The returned hash - `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` - `GUARD_RESPONSE`
The result of an attempted `GUARD` request. The result of an attempted `GUARD` request.
@@ -390,15 +376,6 @@ request_handlers = {
return res return res
end, end,
["MEMORY_SIZE"] = function (req)
local res = {}
res["type"] = "MEMORY_SIZE_RESPONSE"
res["value"] = memory.getmemorydomainsize(req["domain"])
return res
end,
["GUARD"] = function (req) ["GUARD"] = function (req)
local res = {} local res = {}
local expected_data = base64.decode(req["expected_data"]) 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 if bizhawk_major < 2 or (bizhawk_major == 2 and bizhawk_minor < 7) then
print("Must use BizHawk 2.7.0 or newer") 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 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 if emu.getsystemid() == "NULL" then
print("No ROM is loaded. Please load a ROM.") print("No ROM is loaded. Please load a ROM.")
while emu.getsystemid() == "NULL" do while emu.getsystemid() == "NULL" do

View File

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

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@@ -45,9 +45,6 @@
# ChecksFinder # ChecksFinder
/worlds/checksfinder/ @SunCatMC /worlds/checksfinder/ @SunCatMC
# Civilization VI
/worlds/civ6/ @hesto2
# Clique # Clique
/worlds/clique/ @ThePhar /worlds/clique/ @ThePhar
@@ -84,9 +81,6 @@
# Hylics 2 # Hylics 2
/worlds/hylics2/ @TRPG0 /worlds/hylics2/ @TRPG0
# Inscryption
/worlds/inscryption/ @DrBibop @Glowbuzz
# Kirby's Dream Land 3 # Kirby's Dream Land 3
/worlds/kdl3/ @Silvris /worlds/kdl3/ @Silvris
@@ -102,9 +96,6 @@
# Lingo # Lingo
/worlds/lingo/ @hatkirby /worlds/lingo/ @hatkirby
# Links Awakening DX
/worlds/ladx/ @threeandthreee
# Lufia II Ancient Cave # Lufia II Ancient Cave
/worlds/lufia2ac/ @el-u /worlds/lufia2ac/ @el-u
/worlds/lufia2ac/docs/ @wordfcuk @el-u /worlds/lufia2ac/docs/ @wordfcuk @el-u
@@ -158,7 +149,7 @@
/worlds/saving_princess/ @LeonarthCG /worlds/saving_princess/ @LeonarthCG
# Shivers # Shivers
/worlds/shivers/ @GodlFire @korydondzila /worlds/shivers/ @GodlFire
# A Short Hike # A Short Hike
/worlds/shorthike/ @chandler05 @BrandenEK /worlds/shorthike/ @chandler05 @BrandenEK
@@ -184,6 +175,9 @@
# Secret of Evermore # Secret of Evermore
/worlds/soe/ @black-sliver /worlds/soe/ @black-sliver
# Slay the Spire
/worlds/spire/ @KonoTyran
# Stardew Valley # Stardew Valley
/worlds/stardew_valley/ @agilbert1412 /worlds/stardew_valley/ @agilbert1412
@@ -211,9 +205,6 @@
# Wargroove # Wargroove
/worlds/wargroove/ @FlySniper /worlds/wargroove/ @FlySniper
# The Wind Waker
/worlds/tww/ @tanjo3
# The Witness # The Witness
/worlds/witness/ @NewSoupVi @blastron /worlds/witness/ @NewSoupVi @blastron
@@ -229,6 +220,10 @@
# Zillion # Zillion
/worlds/zillion/ @beauxq /worlds/zillion/ @beauxq
# Zork Grand Inquisitor
/worlds/zork_grand_inquisitor/ @nbrochu
## Active Unmaintained Worlds ## Active Unmaintained Worlds
# The following worlds in this repo are currently unmaintained, but currently still work in core. If any update breaks # The following worlds in this repo are currently unmaintained, but currently still work in core. If any update breaks
@@ -238,6 +233,9 @@
# Final Fantasy (1) # Final Fantasy (1)
# /worlds/ff1/ # /worlds/ff1/
# Links Awakening DX
# /worlds/ladx/
# Ocarina of Time # Ocarina of Time
# /worlds/oot/ # /worlds/oot/

View File

@@ -1,8 +1,5 @@
# Adding Games # Adding Games
Like all contributions to Archipelago, New Game implementations should follow the [Contributing](/docs/contributing.md)
guide.
Adding a new game to Archipelago has two major parts: Adding a new game to Archipelago has two major parts:
* Game Modification to communicate with Archipelago server (hereafter referred to as "client") * Game Modification to communicate with Archipelago server (hereafter referred to as "client")
@@ -16,51 +13,30 @@ it will not be detailed here.
The client is an intermediary program between the game and the Archipelago server. This can either be a direct The client is an intermediary program between the game and the Archipelago server. This can either be a direct
modification to the game, an external program, or both. This can be implemented in nearly any modern language, but it modification to the game, an external program, or both. This can be implemented in nearly any modern language, but it
must fulfill a few requirements in order to function as expected. Libraries for most modern languages and the spec for must fulfill a few requirements in order to function as expected. The specific requirements the game client must follow
various packets can be found in the [network protocol](/docs/network%20protocol.md) API reference document. to behave as expected are:
### Hard Requirements
In order for the game client to behave as expected, it must be able to perform these functions:
* Handle both secure and unsecure websocket connections * Handle both secure and unsecure websocket connections
* Reconnect if the connection is unstable and lost while playing * Detect and react when a location has been "checked" by the player by sending a network packet to the server
* Receive and parse network packets when the player receives an item from the server, and reward it to the player on
demand
* **Any** of your items can be received any number of times, up to and far surpassing those that the game might
normally expect from features such as starting inventory, item link replacement, or item cheating
* Players and the admin can cheat items to the player at any time with a server command, and these items may not have
a player or location attributed to them
* Be able to change the port for saved connection info * Be able to change the port for saved connection info
* Rooms hosted on the website attempt to reserve their port, but since there are a limited number of ports, this * Rooms hosted on the website attempt to reserve their port, but since there are a limited number of ports, this
privilege can be lost, requiring the room to be moved to a new port privilege can be lost, requiring the room to be moved to a new port
* Reconnect if the connection is unstable and lost while playing
* Keep an index for items received in order to resync. The ItemsReceived Packets are a single list with guaranteed
order.
* Receive items that were sent to the player while they were not connected to the server
* The player being able to complete checks while offline and sending them when reconnecting is a good bonus, but not
strictly required
* Send a status update packet alerting the server that the player has completed their goal * Send a status update packet alerting the server that the player has completed their goal
Regarding items and locations, the game client must be able to handle these tasks: Libraries for most modern languages and the spec for various packets can be found in the
[network protocol](/docs/network%20protocol.md) API reference document.
#### Location Handling
Send a network packet to the server when it detects a location has been "checked" by the player in-game.
* If actions were taken in game that would usually trigger a location check, and those actions can only ever be taken
once, but the client was not connected when they happened: The client must send those location checks on connection
so that they are not permanently lost, e.g. by reading flags in the game state or save file.
#### Item Handling
Receive and parse network packets from the server when the player receives an item.
* It must reward items to the player on demand, as items can come from other players at any time.
* It must be able to reward copies of an item, up to and beyond the number the game normally expects. This may happen
due to features such as starting inventory, item link replacement, admin commands, or item cheating. **Any** of
your items can be received **any** number of times.
* Admins and players may use server commands to create items without a player or location attributed to them. The
client must be able to handle these items.
* It must keep an index for items received in order to resync. The ItemsReceived Packets are a single list with a
guaranteed order.
* It must be able to receive items that were sent to the player while they were not connected to the server.
### Encouraged Features
These are "nice to have" features for a client, but they are not strictly required. It is encouraged to add them
if possible.
* If your client appears in the Archipelago Launcher, you may define an icon for it that differentiates it from
other clients. The icon size is 48x48 pixels, but smaller or larger images will scale to that size.
## World ## World
@@ -68,94 +44,35 @@ The world is your game integration for the Archipelago generator, webhost, and m
information necessary for creating the items and locations to be randomized, the logic for item placement, the information necessary for creating the items and locations to be randomized, the logic for item placement, the
datapackage information so other game clients can recognize your game data, and documentation. Your world must be datapackage information so other game clients can recognize your game data, and documentation. Your world must be
written as a Python package to be loaded by Archipelago. This is currently done by creating a fork of the Archipelago written as a Python package to be loaded by Archipelago. This is currently done by creating a fork of the Archipelago
repository and creating a new world package in `/worlds/`. repository and creating a new world package in `/worlds/`. A bare minimum world implementation must satisfy the
following requirements:
The base World class can be found in [AutoWorld](/worlds/AutoWorld.py). Methods available for your world to call * A folder within `/worlds/` that contains an `__init__.py`
during generation can be found in [BaseClasses](/BaseClasses.py) and [Fill](/Fill.py). Some examples and documentation * A `World` subclass where you create your world and define all of its rules
regarding the API can be found in the [world api doc](/docs/world%20api.md). Before publishing, make sure to also * A unique game name
check out [world maintainer.md](/docs/world%20maintainer.md). * For webhost documentation and behaviors, a `WebWorld` subclass that must be instantiated in the `World` class
definition
### Hard Requirements * The game_info doc must follow the format `{language_code}_{game_name}.md`
A bare minimum world implementation must satisfy the following requirements:
* It has a folder with the name of your game (or an abbreviation) under `/worlds/`
* The `/worlds/{game}` folder contains an `__init__.py`
* Any subfolders within `/worlds/{game}` that contain `*.py` files also contain an `__init__.py` for frozen build
packaging
* The game folder has at least one game_info doc named with follow the format `{language_code}_{game_name}.md`
* The game folder has at least one setup doc
* There must be a `World` subclass in your game folder (typically in `/worlds/{game}/__init__.py`) where you create
your world and define all of its rules and features
Within the `World` subclass you should also have:
* A [unique game name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L260)
* An [instance](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295) of a `WebWorld`
subclass for webhost documentation and behaviors
* In your `WebWorld`, if you wrote a game_info doc in more than one language, override the list of
[game info languages](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L210) with the
ones you include.
* In your `WebWorld`, override the list of
[tutorials](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L213) with each tutorial
or setup doc you included in the game folder.
* A mapping for items and locations defining their names and ids for clients to be able to identify them. These are * A mapping for items and locations defining their names and ids for clients to be able to identify them. These are
`item_name_to_id` and `location_name_to_id`, respectively. `item_name_to_id` and `location_name_to_id`, respectively.
* An implementation of `create_item` that can create an item when called by either your code or by another process * Create an item when `create_item` is called both by your code and externally
within Archipelago
* At least one `Region` for your player to start from (i.e. the Origin Region)
* The default name of this region is "Menu" but you may configure a different name with
[origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L299)
* A non-zero number of locations, added to your regions
* A non-zero number of items **equal** to the number of locations, added to the multiworld itempool
* In rare cases, there may be 0-location-0-item games, but this is extremely atypical.
* A set
[completion condition](https://github.com/ArchipelagoMW/Archipelago/blob/main/BaseClasses.py#L77) (aka "goal") for
the player.
* Use your player as the index (`multiworld.completion_condition[player]`) for your world's completion goal.
### Encouraged Features
These are "nice to have" features for a world, but they are not strictly required. It is encouraged to add them
if possible.
* An implementation of
[get_filler_item_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L473)
* By default, this function chooses any item name from `item_name_to_id`, so you want to limit it to only the true
filler items.
* An `options_dataclass` defining the options players have available to them * An `options_dataclass` defining the options players have available to them
* This should be accompanied by a type hint for `options` with the same class name * A `Region` for your player with the name "Menu" to start from
* A [bug report page](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L220) * Create a non-zero number of locations and add them to your regions
* A list of [option groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L226) * Create a non-zero number of items **equal** to the number of locations and add them to the multiworld itempool
for better organization on the webhost * All items submitted to the multiworld itempool must not be manually placed by the World. If you need to place specific
* A dictionary of [options presets](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L223) items, there are multiple ways to do so, but they should not be added to the multiworld itempool.
for player convenience
* A dictionary of [item name groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L273)
for player convenience
* A dictionary of
[location name groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L276)
for player convenience
* Other games may also benefit from your name group dictionaries for hints, features, etc.
### Discouraged or Prohibited Behavior Notable caveats:
* The "Menu" region will always be considered the "start" for the player
These are behaviors or implementations that are known to cause various issues. Some of these points have notable * The "Menu" region is *always* considered accessible; i.e. the player is expected to always be able to return to the
workarounds or preferred methods which should be used instead:
* All items submitted to the multiworld itempool must not be manually placed by the World.
* If you need to place specific items, there are multiple ways to do so, but they should not be added to the
multiworld itempool.
* It is not allowed to use `eval` for most reasons, chiefly due to security concerns.
* It is discouraged to use PyYAML (i.e. `yaml.load`) directly due to security concerns.
* When possible, use `Utils.parse_yaml` instead, as this defaults to the safe loader and the faster C parser.
* When submitting regions or items to the multiworld (`multiworld.regions` and `multiworld.itempool` respectively),
do **not** use `=` as this will overwrite all elements for all games in the seed.
* Instead, use `append`, `extend`, or `+=`.
### Notable Caveats
* The Origin Region will always be considered the "start" for the player
* The Origin Region is *always* considered accessible; i.e. the player is expected to always be able to return to the
start of the game from anywhere start of the game from anywhere
* When submitting regions or items to the multiworld (multiworld.regions and multiworld.itempool respectively), use
`append`, `extend`, or `+=`. **Do not use `=`**
* Regions are simply containers for locations that share similar access rules. They do not have to map to * Regions are simply containers for locations that share similar access rules. They do not have to map to
concrete, physical areas within your game and can be more abstract like tech trees or a questline. concrete, physical areas within your game and can be more abstract like tech trees or a questline.
The base World class can be found in [AutoWorld](/worlds/AutoWorld.py). Methods available for your world to call during
generation can be found in [BaseClasses](/BaseClasses.py) and [Fill](/Fill.py). Some examples and documentation
regarding the API can be found in the [world api doc](/docs/world%20api.md).
Before publishing, make sure to also check out [world maintainer.md](/docs/world%20maintainer.md).

View File

@@ -8,11 +8,7 @@ including [Contributing](contributing.md), [Adding Games](<adding games.md>), an
### My game has a restrictive start that leads to fill errors ### My game has a restrictive start that leads to fill errors
A "restrictive start" here means having a combination of very few sphere 1 locations and potentially requiring more Hint to the Generator that an item needs to be in sphere one with local_early_items. Here, `1` represents the number of "Sword" items to attempt to place in sphere one.
than one item to get a player to sphere 2.
One way to fix this is to hint to the Generator that an item needs to be in sphere one with local_early_items.
Here, `1` represents the number of "Sword" items the Generator will attempt to place in sphere one.
```py ```py
early_item_name = "Sword" early_item_name = "Sword"
self.multiworld.local_early_items[self.player][early_item_name] = 1 self.multiworld.local_early_items[self.player][early_item_name] = 1
@@ -22,19 +18,15 @@ Some alternative ways to try to fix this problem are:
* Add more locations to sphere one of your world, potentially only when there would be a restrictive start * Add more locations to sphere one of your world, potentially only when there would be a restrictive start
* Pre-place items yourself, such as during `create_items` * Pre-place items yourself, such as during `create_items`
* Put items into the player's starting inventory using `push_precollected` * Put items into the player's starting inventory using `push_precollected`
* Raise an exception, such as an `OptionError` during `generate_early`, to disallow options that would lead to a * Raise an exception, such as an `OptionError` during `generate_early`, to disallow options that would lead to a restrictive start
restrictive start
--- ---
### I have multiple options that change the item/location pool counts and need to make sure I am not submitting more/fewer items than locations ### I have multiple settings that change the item/location pool counts and need to balance them out
In an ideal situation your system for producing locations and items wouldn't leave any opportunity for them to be In an ideal situation your system for producing locations and items wouldn't leave any opportunity for them to be unbalanced. But in real, complex situations, that might be unfeasible.
unbalanced. But in real, complex situations, that might be unfeasible.
If that's the case, you can create extra filler based on the difference between your unfilled locations and your If that's the case, you can create extra filler based on the difference between your unfilled locations and your itempool by comparing [get_unfilled_locations](https://github.com/ArchipelagoMW/Archipelago/blob/main/BaseClasses.py#:~:text=get_unfilled_locations) to your list of items to submit
itempool by comparing [get_unfilled_locations](https://github.com/ArchipelagoMW/Archipelago/blob/main/BaseClasses.py#:~:text=get_unfilled_locations)
to your list of items to submit
Note: to use self.create_filler(), self.get_filler_item_name() should be defined to only return valid filler item names Note: to use self.create_filler(), self.get_filler_item_name() should be defined to only return valid filler item names
```py ```py
@@ -47,78 +39,7 @@ for _ in range(total_locations - len(item_pool)):
self.multiworld.itempool += item_pool self.multiworld.itempool += item_pool
``` ```
A faster alternative to the `for` loop would be to use a A faster alternative to the `for` loop would be to use a [list comprehension](https://docs.python.org/3/tutorial/datastructures.html#list-comprehensions):
[list comprehension](https://docs.python.org/3/tutorial/datastructures.html#list-comprehensions):
```py ```py
item_pool += [self.create_filler() for _ in range(total_locations - len(item_pool))] item_pool += [self.create_filler() for _ in range(total_locations - len(item_pool))]
``` ```
---
### I learned about indirect conditions in the world API document, but I want to know more. What are they and why are they necessary?
The world API document mentions how to use `multiworld.register_indirect_condition` to register indirect conditions and
**when** you should use them, but not *how* they work and *why* they are necessary. This is because the explanation is
quite complicated.
Region sweep (the algorithm that determines which regions are reachable) is a Breadth-First Search of the region graph.
It starts from the origin region, checks entrances one by one, and adds newly reached regions and their entrances to
the queue until there is nothing more to check.
For performance reasons, AP only checks every entrance once. However, if an entrance's access_rule depends on region
access, then the following may happen:
1. The entrance is checked and determined to be nontraversable because the region in its access_rule hasn't been
reached yet during the graph search.
2. Then, the region in its access_rule is determined to be reachable.
This entrance *would* be in logic if it were rechecked, but it won't be rechecked this cycle.
To account for this case, AP would have to recheck all entrances every time a new region is reached until no new
regions are reached.
An indirect condition is how you can manually define that a specific entrance needs to be rechecked during region sweep
if a specific region is reached during it.
This keeps most of the performance upsides. Even in a game making heavy use of indirect conditions (ex: The Witness),
using them is significantly faster than just "rechecking each entrance until nothing new is found".
The reason entrance access rules using `location.can_reach` and `entrance.can_reach` are also affected is because they
call `region.can_reach` on their respective parent/source region.
We recognize it can feel like a trap since it will not alert you when you are missing an indirect condition,
and that some games have very complex access rules.
As of [PR #3682 (Core: Region handling customization)](https://github.com/ArchipelagoMW/Archipelago/pull/3682)
being merged, it is possible for a world to opt out of indirect conditions entirely, instead using the system of
checking each entrance whenever a region has been reached, although this does come with a performance cost.
Opting out of using indirect conditions should only be used by games that *really* need it. For most games, it should
be reasonable to know all entrance &rarr; region dependencies, making indirect conditions preferred because they are
much faster.
---
### I uploaded the generated output of my world to the webhost and webhost is erroring on corrupted multidata
The error `Could not load multidata. File may be corrupted or incompatible.` occurs when uploading a locally generated
file where there is an issue with the multidata contained within it. It may come with a description like
`(No module named 'worlds.myworld')` or `(global 'worlds.myworld.names.ItemNames' is forbidden)`
Pickling is a way to compress python objects such that they can be decompressed and be used to rebuild the
python objects. This means that if one of your custom class instances ends up in the multidata, the server would not
be able to load that custom class to decompress the data, which can fail either because the custom class is unknown
(because it cannot load your world module) or the class it's attempting to import to decompress is deemed unsafe.
Common situations where this can happen include:
* Using Option instances directly in slot_data. Ex: using `options.option_name` instead of `options.option_name.value`.
Also, consider using the `options.as_dict("option_name", "option_two")` helper.
* Using enums as Location/Item names in the datapackage. When building out `location_name_to_id` and `item_name_to_id`,
make sure that you are not using your enum class for either the names or ids in these mappings.
---
### Some locations are technically possible to check with few or no items, but they'd be very tedious or frustrating. How do worlds deal with this?
Sometimes the game can be modded to skip these locations or make them less tedious. But when this issue is due to a fundamental aspect of the game, then the general answer is "soft logic" (and its subtypes like "combat logic", "money logic", etc.). For example: you can logically require that a player have several helpful items before fighting the final boss, even if a skilled player technically needs no items to beat it. Randomizer logic should describe what's *fun* rather than what's technically possible.
Concrete examples of soft logic include:
- Defeating a boss might logically require health upgrades, damage upgrades, certain weapons, etc. that aren't strictly necessary.
- Entering a high-level area might logically require access to enough other parts of the game that checking other locations should naturally get the player to the soft-required level.
- Buying expensive shop items might logically require access to a place where you can quickly farm money, or logically require access to enough parts of the game that checking other locations should naturally generate enough money without grinding.
Remember that all items referenced by logic (however hard or soft) must be `progression`. Since you typically don't want to turn a ton of `filler` items into `progression` just for this, it's common to e.g. write money logic using only the rare "$100" item, so the dozens of "$1" and "$10" items in your world can remain `filler`.

View File

@@ -1,424 +0,0 @@
# Entrance Randomization
This document discusses the API and underlying implementation of the generic entrance randomization algorithm
exposed in [entrance_rando.py](/entrance_rando.py). Throughout the doc, entrance randomization is frequently abbreviated
as "ER."
This doc assumes familiarity with Archipelago's graph logic model. If you don't have a solid understanding of how
regions work, you should start there.
## Entrance randomization concepts
### Terminology
Some important terminology to understand when reading this doc and working with ER is listed below.
* Entrance rando - sometimes called "room rando," "transition rando," "door rando," or similar,
this is a game mode in which the game map itself is randomized.
In Archipelago, these things are often represented as `Entrance`s in the region graph, so we call it Entrance rando.
* Entrances and exits - entrances are ways into your region, exits are ways out of the region. In code, they are both
represented as `Entrance` objects. In this doc, the terms "entrances" and "exits" will be used in this sense; the
`Entrance` class will always be referenced in a code block with an uppercase E.
* Dead end - a connected group of regions which can never help ER progress. This means that it:
* Is not in any indirect conditions/access rules.
* Has no plando'd or otherwise preplaced progression items, including events.
* Has no randomized exits.
* One way transition - a transition that, in the game, is not safe to reverse through (for example, in Hollow Knight,
some transitions are inaccessible backwards in vanilla and would put you out of bounds). One way transitions are
paired together during randomization to prevent such unsafe game states. Most transitions are not one way.
### Basic randomization strategy
The Generic ER algorithm works by using the logic structures you are already familiar with. To give a basic example,
let's assume a toy world is defined with the vanilla region graph modeled below. In this diagram, the smaller boxes
represent regions while the larger boxes represent scenes. Scenes are not an Archipelago concept, the grouping is
purely illustrative.
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph startingRoom [Starting Room]
S[Starting Room Right Door]
end
subgraph sceneB [Scene B]
BR1[Scene B Right Door]
end
subgraph sceneA [Scene A]
AL1[Scene A Lower Left Door] <--> AR1[Scene A Right Door]
AL2[Scene A Upper Left Door] <--> AR1
end
subgraph sceneC [Scene C]
CL1[Scene C Left Door] <--> CR1[Scene C Upper Right Door]
CL1 <--> CR2[Scene C Lower Right Door]
end
subgraph sceneD [Scene D]
DL1[Scene D Left Door] <--> DR1[Scene D Right Door]
end
subgraph endingRoom [Ending Room]
EL1[Ending Room Upper Left Door] <--> Victory
EL2[Ending Room Lower Left Door] <--> Victory
end
Menu --> S
S <--> AL2
BR1 <--> AL1
AR1 <--> CL1
CR1 <--> DL1
DR1 <--> EL1
CR2 <--> EL2
classDef hidden display:none;
```
First, the world begins by splitting the `Entrance`s which should be randomized. This is essentially all that has to be
done on the world side; calling the `randomize_entrances` function will do the rest, using your region definitions and
logic to generate a valid world layout by connecting the partially connected edges you've defined. After you have done
that, your region graph might look something like the following diagram. Note how each randomizable entrance/exit pair
(represented as a bidirectional arrow) is disconnected on one end.
> [!NOTE]
> It is required to use explicit indirect conditions when using Generic ER. Without this restriction,
> Generic ER would have no way to correctly determine that a region may be required in logic,
> leading to significantly higher failure rates due to mis-categorized regions.
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph startingRoom [Starting Room]
S[Starting Room Right Door]
end
subgraph sceneA [Scene A]
AL1[Scene A Upper Left Door] <--> AR1[Scene A Right Door]
AL2[Scene A Lower Left Door] <--> AR1
end
subgraph sceneB [Scene B]
BR1[Scene B Right Door]
end
subgraph sceneC [Scene C]
CL1[Scene C Left Door] <--> CR1[Scene C Upper Right Door]
CL1 <--> CR2[Scene C Lower Right Door]
end
subgraph sceneD [Scene D]
DL1[Scene D Left Door] <--> DR1[Scene D Right Door]
end
subgraph endingRoom [Ending Room]
EL1[Ending Room Upper Left Door] <--> Victory
EL2[Ending Room Lower Left Door] <--> Victory
end
Menu --> S
S <--> T1:::hidden
T2:::hidden <--> AL1
T3:::hidden <--> AL2
AR1 <--> T5:::hidden
BR1 <--> T4:::hidden
T6:::hidden <--> CL1
CR1 <--> T7:::hidden
CR2 <--> T11:::hidden
T8:::hidden <--> DL1
DR1 <--> T9:::hidden
T10:::hidden <--> EL1
T12:::hidden <--> EL2
classDef hidden display:none;
```
From here, you can call the `randomize_entrances` function and Archipelago takes over. Starting from the Menu region,
the algorithm will sweep out to find eligible region exits to randomize. It will then select an eligible target entrance
and connect them, prioritizing giving access to unvisited regions first until all regions are placed. Once the exit has
been connected to the new region, placeholder entrances are deleted. This process is visualized in the diagram below
with the newly connected edge highlighted in red.
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph startingRoom [Starting Room]
S[Starting Room Right Door]
end
subgraph sceneA [Scene A]
AL1[Scene A Upper Left Door] <--> AR1[Scene A Right Door]
AL2[Scene A Lower Left Door] <--> AR1
end
subgraph sceneB [Scene B]
BR1[Scene B Right Door]
end
subgraph sceneC [Scene C]
CL1[Scene C Left Door] <--> CR1[Scene C Upper Right Door]
CL1 <--> CR2[Scene C Lower Right Door]
end
subgraph sceneD [Scene D]
DL1[Scene D Left Door] <--> DR1[Scene D Right Door]
end
subgraph endingRoom [Ending Room]
EL1[Ending Room Upper Left Door] <--> Victory
EL2[Ending Room Lower Left Door] <--> Victory
end
Menu --> S
S <--> CL1
T2:::hidden <--> AL1
T3:::hidden <--> AL2
AR1 <--> T5:::hidden
BR1 <--> T4:::hidden
CR1 <--> T7:::hidden
CR2 <--> T11:::hidden
T8:::hidden <--> DL1
DR1 <--> T9:::hidden
T10:::hidden <--> EL1
T12:::hidden <--> EL2
classDef hidden display:none;
linkStyle 8 stroke:red,stroke-width:5px;
```
This process is then repeated until all disconnected `Entrance`s have been connected or deleted, eventually resulting
in a randomized region layout.
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph startingRoom [Starting Room]
S[Starting Room Right Door]
end
subgraph sceneA [Scene A]
AL1[Scene A Upper Left Door] <--> AR1[Scene A Right Door]
AL2[Scene A Lower Left Door] <--> AR1
end
subgraph sceneB [Scene B]
BR1[Scene B Right Door]
end
subgraph sceneC [Scene C]
CL1[Scene C Left Door] <--> CR1[Scene C Upper Right Door]
CL1 <--> CR2[Scene C Lower Right Door]
end
subgraph sceneD [Scene D]
DL1[Scene D Left Door] <--> DR1[Scene D Right Door]
end
subgraph endingRoom [Ending Room]
EL1[Ending Room Upper Left Door] <--> Victory
EL2[Ending Room Lower Left Door] <--> Victory
end
Menu --> S
S <--> CL1
AR1 <--> DL1
BR1 <--> EL2
CR1 <--> EL1
CR2 <--> AL1
DR1 <--> AL2
classDef hidden display:none;
```
#### ER and minimal accessibility
In general, even on minimal accessibility, ER will prefer to provide access to as many regions as possible. This is for
2 reasons:
1. Generally, having items spread across the world is going to be a more fun/engaging experience for players than
severely restricting their map. Imagine an ER arrangement with just the start region, the goal region, and exactly
enough locations in between them to get the goal - this may be the intuitive behavior of minimal, or even the desired
behavior in some cases, but it is not a particularly interesting randomizer.
2. Giving access to more of the world will give item fill a higher chance to succeed.
However, ER will cull unreachable regions and exits if necessary to save the generation of a beaten minimal.
## Usage
### Defining entrances to be randomized
The first step to using generic ER is defining entrances to be randomized. In order to do this, you will need to
leave partially disconnected exits without a `target_region` and partially disconnected entrances without a
`parent_region`. You can do this either by hand using `region.create_exit` and `region.create_er_target`, or you can
create your vanilla region graph and then use `disconnect_entrance_for_randomization` to split the desired edges.
If you're not sure which to use, prefer the latter approach as it will automatically satisfy the requirements for
coupled randomization (discussed in more depth later).
> [!TIP]
> It's recommended to give your `Entrance`s non-default names when creating them. The default naming scheme is
> `f"{parent_region} -> {target_region}"` which is generally not helpful in an entrance rando context - after all,
> the target region will not be the same as vanilla and regions are often not user-facing anyway. Instead consider names
> that describe the location of the exit, such as "Starting Room Right Door."
When creating your `Entrance`s you should also set the randomization type and group. One-way `Entrance`s represent
transitions which are impossible to traverse in reverse. All other transitions are two-ways. To ensure that all
transitions can be accessed in the game, one-ways are only randomized with other one-ways and two-ways are only
randomized with other two-ways. You can set whether an `Entrance` is one-way or two-way using the `randomization_type`
attribute.
`Entrance`s can also set the `randomization_group` attribute to allow for grouping during randomization. This can be
any integer you define and may be based on player options. Some possible use cases for grouping include:
* Directional matching - only match leftward-facing transitions to rightward-facing ones
* Terrain matching - only match water transitions to water transitions and land transitions to land transitions
* Dungeon shuffle - only shuffle entrances within a dungeon/area with each other
* Combinations of the above
By default, all `Entrance`s are placed in the group 0. An entrance can only be a member of one group, but a given group
may connect to many other groups.
### Calling generic ER
Once you have defined all your entrances and exits and connected the Menu region to your region graph, you can call
`randomize_entrances` to perform randomization.
#### Coupled and uncoupled modes
In coupled randomization, an entrance placed from A to B guarantees that the reverse placement B to A also exists
(assuming that A and B are both two-way doors). Uncoupled randomization does not make this guarantee.
When using coupled mode, there are some requirements for how placeholder ER targets for two-ways are named.
`disconnect_entrance_for_randomization` will handle this for you. However, if you opt to create your ER targets and
exits by hand, you will need to ensure that ER targets into a region are named the same as the exit they correspond to.
This allows the randomizer to find and connect the reverse pairing after the first pairing is completed. See the diagram
below for an example of incorrect and correct naming.
Incorrect target naming:
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph a [" "]
direction TB
target1
target2
end
subgraph b [" "]
direction TB
Region
end
Region["Room1"] -->|Room1 Right Door| target1:::hidden
Region --- target2:::hidden -->|Room2 Left Door| Region
linkStyle 1 stroke:none;
classDef hidden display:none;
style a display:none;
style b display:none;
```
Correct target naming:
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph a [" "]
direction TB
target1
target2
end
subgraph b [" "]
direction TB
Region
end
Region["Room1"] -->|Room1 Right Door| target1:::hidden
Region --- target2:::hidden -->|Room1 Right Door| Region
linkStyle 1 stroke:none;
classDef hidden display:none;
style a display:none;
style b display:none;
```
#### Implementing grouping
When you created your entrances, you defined the group each entrance belongs to. Now you will have to define how groups
should connect with each other. This is done with the `target_group_lookup` and `preserve_group_order` parameters.
There is also a convenience function `bake_target_group_lookup` which can help to prepare group lookups when more
complex group mapping logic is needed. Some recipes for `target_group_lookup` are presented here.
For the recipes below, assume the following groups (if the syntax used here is unfamiliar to you, "bit masking" and
"bitwise operators" would be the terms to search for):
```python
class Groups(IntEnum):
# Directions
LEFT = 1
RIGHT = 2
TOP = 3
BOTTOM = 4
DOOR = 5
# Areas
FIELD = 1 << 3
CAVE = 2 << 3
MOUNTAIN = 3 << 3
# Bitmasks
DIRECTION_MASK = FIELD - 1
AREA_MASK = ~0 << 3
```
Directional matching:
```python
direction_matching_group_lookup = {
# with preserve_group_order = False, pair a left transition to either a right transition or door randomly
# with preserve_group_order = True, pair a left transition to a right transition, or else a door if no
# viable right transitions remain
Groups.LEFT: [Groups.RIGHT, Groups.DOOR],
# ...
}
```
Terrain matching or dungeon shuffle:
```python
def randomize_within_same_group(group: int) -> List[int]:
return [group]
identity_group_lookup = bake_target_group_lookup(world, randomize_within_same_group)
```
Directional + area shuffle:
```python
def get_target_groups(group: int) -> List[int]:
# example group: LEFT | CAVE
# example result: [RIGHT | CAVE, DOOR | CAVE]
direction = group & Groups.DIRECTION_MASK
area = group & Groups.AREA_MASK
return [pair_direction | area for pair_direction in direction_matching_group_lookup[direction]]
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`.
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.
#### Informing your client about randomized entrances
`randomize_entrances` returns the completed `ERPlacementState`. The `pairings` attribute contains a list of the
created placements by name which can be used to populate slot data.
### Imposing custom constraints on randomization
Generic ER is, as the name implies, generic! That means that your world may have some use case which is not covered by
the ER implementation. To solve this, you can create a custom `Entrance` class which provides custom implementations
for `is_valid_source_transition` and `can_connect_to`. These allow arbitrary constraints to be implemented on
randomization, for instance helping to prevent restrictive sphere 1s or ensuring a maximum distance from a "hub" region.
> [!IMPORTANT]
> When implementing these functions, make sure to use `super().is_valid_source_transition` and `super().can_connect_to`
> as part of your implementation. Otherwise ER may behave unexpectedly.
## Implementation details
This section is a medium-level explainer of the implementation of ER for those who don't want to decipher the code.
However, a basic understanding of the mechanics of `fill_restrictive` will be helpful as many of the underlying
algorithms are shared
ER uses a forward fill approach to create the region layout. First, ER collects `all_state` and performs a region sweep
from Menu, similar to fill. ER then proceeds in stages to complete the randomization:
1. Attempt to connect all non-dead-end regions, prioritizing access to unseen regions so there will always be new exits
to pair off.
2. Attempt to connect all dead-end regions, so that all regions will be placed
3. Connect all remaining dangling edges now that all regions are placed.
1. Connect any other dead end entrances (e.g. second entrances to the same dead end regions).
2. Connect all remaining non-dead-ends amongst each other.
The process for each connection will do the following:
1. Select a randomizable exit of a reachable region which is a valid source transition.
2. Get its group and check `target_group_lookup` to determine which groups are valid targets.
3. Look up ER targets from those groups and find one which is valid according to `can_connect_to`
4. Connect the source exit to the target's target_region and delete the target.
* In stage 1, before placing the last valid source transition, an additional speculative sweep is performed to ensure
that there will be an available exit after the placement so randomization can continue.
5. If it's coupled mode, find the reverse exit and target by name and connect them as well.
6. Sweep to update reachable regions.
7. Call the `on_connect` callback.
This process repeats until the stage is complete, no valid source transition is found, or no valid target transition is
found for any source transition. Unlike fill, there is no attempt made to save a failed randomization.

View File

@@ -117,6 +117,8 @@ flowchart LR
%% Java Based Games %% Java Based Games
subgraph Java subgraph Java
JM[Mod with Archipelago.MultiClient.Java] JM[Mod with Archipelago.MultiClient.Java]
STS[Slay the Spire]
JM <-- Mod the Spire --> STS
subgraph Minecraft subgraph Minecraft
MCS[Minecraft Forge Server] MCS[Minecraft Forge Server]
JMC[Any Java Minecraft Clients] JMC[Any Java Minecraft Clients]

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. 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: Example:
```javascript ```javascript
[{"cmd": "RoomInfo", "version": {"major": 0, "minor": 1, "build": 3, "class": "Version"}, "tags": ["WebHost"], ... }] [{"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. | | key | str | The key that was updated. |
| value | any | The new value for the key. | | 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. | | 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. 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 ```python
import enum import enum
class HintStatus(enum.IntEnum): 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_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_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_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 for items with `ItemClassification.trap` default to `HINT_AVOID`.
- Hints created with `LocationScouts`, `!hint_location`, or similar (hinting a location) default to `HINT_UNSPECIFIED`. - Hints created with `LocationScouts`, `!hint_location`, or similar (hinting a location) default to `HINT_UNSPECIFIED`.
@@ -470,7 +466,7 @@ The following operations can be applied to a datastorage key
| right_shift | Applies a bitwise right-shift to the current value of the key by `value`. | | right_shift | Applies a bitwise right-shift to the current value of the key by `value`. |
| remove | List only: removes the first instance of `value` found in the list. | | remove | List only: removes the first instance of `value` found in the list. |
| pop | List or Dict: for lists it will remove the index of the `value` given. for dicts it removes the element with the specified key of `value`. | | pop | List or Dict: for lists it will remove the index of the `value` given. for dicts it removes the element with the specified key of `value`. |
| update | List or Dict: Adds the elements of `value` to the container if they weren't already present. In the case of a Dict, already present keys will have their corresponding values updated. | | update | Dict only: Updates the dictionary with the specified elements given in `value` creating new keys, or updating old ones if they previously existed. |
### SetNotify ### SetNotify
Used to register your current session for receiving all [SetReply](#SetReply) packages of certain keys to allow your client to keep track of changes. Used to register your current session for receiving all [SetReply](#SetReply) packages of certain keys to allow your client to keep track of changes.
@@ -533,9 +529,9 @@ In JSON this may look like:
{"item": 3, "location": 3, "player": 3, "flags": 0} {"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 `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
@@ -544,7 +540,7 @@ In JSON this may look like:
| ----- | ----- | | ----- | ----- |
| 0 | Nothing special about this item | | 0 | Nothing special about this item |
| 0b001 | If set, indicates the item can unlock logical advancement | | 0b001 | If set, indicates the item can unlock logical advancement |
| 0b010 | If set, indicates the item is especially useful | | 0b010 | If set, indicates the item is important but not in a way that unlocks advancement |
| 0b100 | If set, indicates the item is a trap | | 0b100 | If set, indicates the item is a trap |
### JSONMessagePart ### JSONMessagePart
@@ -558,7 +554,6 @@ class JSONMessagePart(TypedDict):
color: Optional[str] # only available if type is a color color: Optional[str] # only available if type is a color
flags: Optional[int] # only available if type is an item_id or item_name flags: Optional[int] # only available if type is an item_id or item_name
player: Optional[int] # only available if type is either item or location player: Optional[int] # only available if type is either item or location
hint_status: Optional[HintStatus] # only available if type is hint_status
``` ```
`type` is used to denote the intent of the message part. This can be used to indicate special information which may be rendered differently depending on client. How these types are displayed in Archipelago's ALttP client is not the end-all be-all. Other clients may choose to interpret and display these messages differently. `type` is used to denote the intent of the message part. This can be used to indicate special information which may be rendered differently depending on client. How these types are displayed in Archipelago's ALttP client is not the end-all be-all. Other clients may choose to interpret and display these messages differently.
@@ -574,7 +569,6 @@ Possible values for `type` include:
| location_id | Location ID, should be resolved to Location Name | | location_id | Location ID, should be resolved to Location Name |
| location_name | Location Name, not currently used over network, but supported by reference Clients. | | location_name | Location Name, not currently used over network, but supported by reference Clients. |
| entrance_name | Entrance Name. No ID mapping exists. | | entrance_name | Entrance Name. No ID mapping exists. |
| hint_status | The [HintStatus](#HintStatus) of the hint. Both `text` and `hint_status` are given. |
| color | Regular text that should be colored. Only `type` that will contain `color` data. | | color | Regular text that should be colored. Only `type` that will contain `color` data. |
@@ -748,7 +742,6 @@ 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 | | 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 | | 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 | | 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".\ 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. ²: Allows `game` to be empty or null in [Connect](#connect). Game and version validation will then be skipped.
@@ -756,8 +749,8 @@ Tags are represented as a list of strings, the common client tags follow:
### DeathLink ### DeathLink
A special kind of Bounce packet that can be supported by any AP game. It targets the tag "DeathLink" and carries the following data: A special kind of Bounce packet that can be supported by any AP game. It targets the tag "DeathLink" and carries the following data:
| Name | Type | Notes | | Name | Type | Notes |
|--------|-------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| |--------|-------|--------------------------------------------------------------------------------------------------------------------------------------------------------|
| time | float | Unix Time Stamp of time of death. | | time | float | Unix Time Stamp of time of death. |
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, if the string is non-empty, it should contain the player name, ex. "Berserker was run over by a train." | | cause | str | Optional. Text to explain the cause of death. When provided, or checked, this should contain the player name, ex. "Berserker was run over by a train." |
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. | | source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |

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 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 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 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 [reStructuredText]: https://docutils.sourceforge.io/rst.html
@@ -352,15 +352,8 @@ template. If you set a [Schema](https://pypi.org/project/schema/) on the class w
options system will automatically validate the user supplied data against the schema to ensure it's in the correct options system will automatically validate the user supplied data against the schema to ensure it's in the correct
format. format.
### OptionCounter
This is a special case of OptionDict where the dictionary values can only be integers.
It returns a [collections.Counter](https://docs.python.org/3/library/collections.html#collections.Counter).
This means that if you access a key that isn't present, its value will be 0.
The upside of using an OptionCounter (instead of an OptionDict with integer values) is that an OptionCounter can be
displayed on the Options page on WebHost.
### ItemDict ### ItemDict
An OptionCounter that will verify that every key in the dictionary is a valid name for an item for your world. Like OptionDict, except this will verify that every key in the dictionary is a valid name for an item for your world.
### OptionList ### OptionList
This option defines a List, where the user can add any number of strings to said list, allowing duplicate values. You This option defines a List, where the user can add any number of strings to said list, allowing duplicate values. You

View File

@@ -43,9 +43,9 @@ Recommended steps
[Discord in #ap-core-dev](https://discord.com/channels/731205301247803413/731214280439103580/905154456377757808) [Discord in #ap-core-dev](https://discord.com/channels/731205301247803413/731214280439103580/905154456377757808)
* It is recommended to use [PyCharm IDE](https://www.jetbrains.com/pycharm/) * It is recommended to use [PyCharm IDE](https://www.jetbrains.com/pycharm/)
* Run ModuleUpdate.py which will prompt installation of missing modules, press enter to confirm * Run Generate.py which will prompt installation of missing modules, press enter to confirm
* In PyCharm: right-click ModuleUpdate.py and select `Run 'ModuleUpdate'` * In PyCharm: right-click Generate.py and select `Run 'Generate'`
* Without PyCharm: open a command prompt in the source folder and type `py ModuleUpdate.py` * Without PyCharm: open a command prompt in the source folder and type `py Generate.py`
## macOS ## macOS

View File

@@ -73,47 +73,15 @@ 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 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 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 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 #### 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 [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 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. testing portions of your code that can be tested without relying on a multiworld to be created first.
#### Parametrization
When defining a test that needs to cover a range of inputs it is useful to parameterize (to run the same test
for multiple inputs) the base test. Some important things to consider when attempting to parametrize your test are:
* [Subtests](https://docs.python.org/3/library/unittest.html#distinguishing-test-iterations-using-subtests)
can be used to have parametrized assertions that show up similar to individual tests but without the overhead
of needing to instantiate multiple tests; however, subtests can not be multithreaded and do not have individual
timing data, so they are not suitable for slow tests.
* Archipelago's tests are test-runner-agnostic. That means tests are not allowed to use e.g. `@pytest.mark.parametrize`.
Instead, we define our own parametrization helpers in [test.param](/test/param.py).
* Classes inheriting from `WorldTestBase`, including those created by the helpers in `test.param`, will run all
base tests by default, make sure the produced tests actually do what you aim for and do not waste a lot of
extra CPU time. Consider using `TestBase` or `unittest.TestCase` directly
or setting `WorldTestBase.run_default_tests` to False.
#### Performance Considerations
Archipelago is big enough that the runtime of unittests can have an impact on productivity.
Individual tests should take less than a second, so they can be properly multithreaded.
Ideally, thorough tests are directed at actual code/functionality. Do not just create and/or fill a ton of individual
Multiworlds that spend most of the test time outside what you actually want to test.
Consider generating/validating "random" games as part of your APWorld release workflow rather than having that be part
of continuous integration, and add minimal reproducers to the "normal" tests for problems that were found.
You can use [@unittest.skipIf](https://docs.python.org/3/library/unittest.html#unittest.skipIf) with an environment
variable to keep all the benefits of the test framework while not running the marked tests by default.
## Running Tests ## Running Tests
#### Using Pycharm #### Using Pycharm
@@ -132,11 +100,3 @@ next to the run and debug buttons.
#### Running Tests without Pycharm #### Running Tests without Pycharm
Run `pip install pytest pytest-subtests`, then use your IDE to run tests or run `pytest` from the source folder. Run `pip install pytest pytest-subtests`, then use your IDE to run tests or run `pytest` from the source folder.
#### Running Tests Multithreaded
pytest can run multiple test runners in parallel with the pytest-xdist extension.
Install with `pip install pytest-xdist`.
Run with `pytest -n12` to spawn 12 process that each run 1/12th of the tests.

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, 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 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. 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, and locations can share IDs with other games' locations. 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. World-specific IDs must be in the range 1 to 2<sup>53</sup>-1; IDs ≤ 0 are global and reserved.
@@ -243,15 +243,12 @@ progression. Progression items will be assigned to locations with higher priorit
and satisfy progression balancing. 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 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). 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.
Other classifications include: Other classifications include:
* `filler`: a regular item or trash item * `filler`: a regular item or trash item
* `useful`: item that is especially useful. Cannot be placed on excluded or unreachable locations. When combined with * `useful`: generally quite useful, but not required for anything logical. Cannot be placed on excluded locations
another flag like "progression", it means "an especially useful progression item".
* `trap`: negative impact on the player * `trap`: negative impact on the player
* `skip_balancing`: denotes that an item should not be moved to an earlier sphere for the purpose of balancing (to be * `skip_balancing`: denotes that an item should not be moved to an earlier sphere for the purpose of balancing (to be
combined with `progression`; see below) combined with `progression`; see below)
@@ -291,7 +288,7 @@ like entrance randomization in logic.
Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions. 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"). 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 ### Entrances
@@ -331,7 +328,7 @@ 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 can use `multiworld.register_indirect_condition(region, entrance)` to explicitly tell the generator that, when a given region becomes accessible, it is necessary to re-check a specific entrance.
You **must** use `multiworld.register_indirect_condition` if you perform this kind of `can_reach` from an entrance access rule, unless you have a **very** good technical understanding of the relevant code and can reason why it will never lead to problems in your case. You **must** use `multiworld.register_indirect_condition` if you perform this kind of `can_reach` from an entrance access rule, unless you have a **very** good technical understanding of the relevant code and can reason why it will never lead to problems in your case.
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. avoiding the need for indirect conditions at the expense of performance.
### Item Rules ### Item Rules
@@ -492,9 +489,6 @@ 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. after this step. Locations cannot be moved to different regions after this step.
* `set_rules(self)` * `set_rules(self)`
called to set access and item rules on locations and entrances. 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)` * `generate_basic(self)`
player-specific randomization that does not affect logic can be done here. player-specific randomization that does not affect logic can be done here.
* `pre_fill(self)`, `fill_hook(self)` and `post_fill(self)` * `pre_fill(self)`, `fill_hook(self)` and `post_fill(self)`
@@ -561,14 +555,18 @@ from .items import is_progression # this is just a dummy
def create_item(self, item: str) -> MyGameItem: def create_item(self, item: str) -> MyGameItem:
# this is called when AP wants to create an item by name (for plando, start inventory, item links) or when you call it from your own code # 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 classification = ItemClassification.progression if is_progression(item) else
return MyGameItem(item, classification, self.item_name_to_id[item], self.player) ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item],
self.player)
def create_event(self, event: str) -> MyGameItem: def create_event(self, event: str) -> MyGameItem:
# while we are at it, we can also add a helper to create events # 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 #### create_items
@@ -606,8 +604,8 @@ from .items import get_item_type
def set_rules(self) -> None: def set_rules(self) -> None:
# For some worlds this step can be omitted if either a Logic mixin # For some worlds this step can be omitted if either a Logic mixin
# (see below) is used or it's easier to apply the rules from data during # (see below) is used, it's easier to apply the rules from data during
# location generation # location generation or everything is in generate_basic
# set a simple rule for an region # set a simple rule for an region
set_rule(self.multiworld.get_entrance("Boss Door", self.player), set_rule(self.multiworld.get_entrance("Boss Door", self.player),
@@ -701,92 +699,9 @@ When importing a file that defines a class that inherits from `worlds.AutoWorld.
is automatically extended by the mixin's members. These members should be prefixed with the name of the implementing is automatically extended by the mixin's members. These members should be prefixed with the name of the implementing
world since the namespace is shared with all other logic mixins. world since the namespace is shared with all other logic mixins.
LogicMixin is handy when your logic is more complex than one-to-one location-item relationships. Some uses could be to add additional variables to the state object, or to have a custom state machine that gets modified
A game in which "The red key opens the red door" can just express this relationship through a one-line access rule. with the state.
But now, consider a game with a heavy focus on combat, where the main logical consideration is which enemies you can Please do this with caution and only when necessary.
defeat with your current items.
There could be dozens of weapons, armor pieces, or consumables that each improve your ability to defeat
specific enemies to varying degrees. It would be useful to be able to keep track of "defeatable enemies" as a state variable,
and have this variable be recalculated as necessary based on newly collected/removed items.
This is the capability of LogicMixin: Adding custom variables to state that get recalculated as necessary.
In general, a LogicMixin class should have at least one mutable variable that is tracking some custom state per player,
as well as `init_mixin` and `copy_mixin` functions so that this variable gets initialized and copied correctly when
`CollectionState()` and `CollectionState.copy()` are called respectively.
```python
from BaseClasses import CollectionState, MultiWorld
from worlds.AutoWorld import LogicMixin
class MyGameState(LogicMixin):
mygame_defeatable_enemies: Dict[int, Set[str]] # per player
def init_mixin(self, multiworld: MultiWorld) -> None:
# Initialize per player with the corresponding "nothing" value, such as 0 or an empty set.
# You can also use something like Collections.defaultdict
self.mygame_defeatable_enemies = {
player: set() for player in multiworld.get_game_players("My Game")
}
def copy_mixin(self, new_state: CollectionState) -> CollectionState:
# Be careful to make a "deep enough" copy here!
new_state.mygame_defeatable_enemies = {
player: enemies.copy() for player, enemies in self.mygame_defeatable_enemies.items()
}
```
After doing this, you can now access `state.mygame_defeatable_enemies[player]` from your access rules.
Usually, doing this coincides with an override of `World.collect` and `World.remove`, where the custom state variable
gets recalculated when a relevant item is collected or removed.
```python
# __init__.py
def collect(self, state: CollectionState, item: Item) -> bool:
change = super().collect(state, item)
if change and item in COMBAT_ITEMS:
state.mygame_defeatable_enemies[self.player] |= get_newly_unlocked_enemies(state)
return change
def remove(self, state: CollectionState, item: Item) -> bool:
change = super().remove(state, item)
if change and item in COMBAT_ITEMS:
state.mygame_defeatable_enemies[self.player] -= get_newly_locked_enemies(state)
return change
```
Using LogicMixin can greatly slow down your code if you don't use it intelligently. This is because `collect`
and `remove` are called very frequently during fill. If your `collect` & `remove` cause a heavy calculation
every time, your code might end up being *slower* than just doing calculations in your access rules.
One way to optimise recalculations is to make use of the fact that `collect` should only unlock things,
and `remove` should only lock things.
In our example, we have two different functions: `get_newly_unlocked_enemies` and `get_newly_locked_enemies`.
`get_newly_unlocked_enemies` should only consider enemies that are *not already in the set*
and check whether they were **unlocked**.
`get_newly_locked_enemies` should only consider enemies that are *already in the set*
and check whether they **became locked**.
Another impactful way to optimise LogicMixin is to use caching.
Your custom state variables don't actually need to be recalculated on every `collect` / `remove`, because there are
often multiple calls to `collect` / `remove` between access rule calls. Thus, it would be much more efficient to hold
off on recaculating until the an actual access rule call happens.
A common way to realize this is to define a `mygame_state_is_stale` variable that is set to True in `collect`, `remove`,
and `init_mixin`. The calls to the actual recalculating functions are then moved to the start of the relevant
access rules like this:
```python
def can_defeat_enemy(state: CollectionState, player: int, enemy: str) -> bool:
if state.mygame_state_is_stale[player]:
state.mygame_defeatable_enemies[player] = recalculate_defeatable_enemies(state)
state.mygame_state_is_stale[player] = False
return enemy in state.mygame_defeatable_enemies[player]
```
Only use LogicMixin if necessary. There are often other ways to achieve what it does, like making clever use of
`state.prog_items`, using event items, pseudo-regions, etc.
#### pre_fill #### pre_fill
@@ -836,16 +751,14 @@ def generate_output(self, output_directory: str) -> None:
### Slot Data ### Slot Data
If a client or tracker needs to know information about the generated seed, a preferred method of transferring the data 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 is through the slot data. This is filled with the `fill_slot_data` method of your world by returning
`str` keys that can be serialized with json. However, to not waste resources, it should be limited to data that is a `dict` with `str` keys that can be serialized with json.
absolutely necessary. Slot data is sent to your client once it has successfully But, to not waste resources, it should be limited to data that is absolutely necessary. Slot data is sent to your client
[connected](network%20protocol.md#connected). 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 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 to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. The most
item/location pairs is unnecessary since the AP server already retains and freely gives that information to clients common usage of slot data is sending option results that the client needs to be aware of.
that request it. The most common usage of slot data is sending option results that the client needs to be aware of.
```python ```python
def fill_slot_data(self) -> Dict[str, Any]: def fill_slot_data(self) -> Dict[str, Any]:

View File

@@ -1,491 +0,0 @@
import itertools
import logging
import random
import time
from collections import deque
from collections.abc import Callable, Iterable
from BaseClasses import CollectionState, Entrance, Region, EntranceType
from Options import Accessibility
from worlds.AutoWorld import World
class EntranceRandomizationError(RuntimeError):
pass
class EntranceLookup:
class GroupLookup:
_lookup: dict[int, list[Entrance]]
def __init__(self):
self._lookup = {}
def __len__(self):
return sum(map(len, self._lookup.values()))
def __bool__(self):
return bool(self._lookup)
def __getitem__(self, item: int) -> list[Entrance]:
return self._lookup.get(item, [])
def __iter__(self):
return itertools.chain.from_iterable(self._lookup.values())
def __repr__(self):
return str(self._lookup)
def add(self, entrance: Entrance) -> None:
self._lookup.setdefault(entrance.randomization_group, []).append(entrance)
def remove(self, entrance: Entrance) -> None:
group = self._lookup[entrance.randomization_group]
group.remove(entrance)
if not group:
del self._lookup[entrance.randomization_group]
dead_ends: GroupLookup
others: GroupLookup
_random: random.Random
_expands_graph_cache: dict[Entrance, bool]
_coupled: bool
_usable_exits: set[Entrance]
def __init__(self, rng: random.Random, coupled: bool, usable_exits: set[Entrance]):
self.dead_ends = EntranceLookup.GroupLookup()
self.others = EntranceLookup.GroupLookup()
self._random = rng
self._expands_graph_cache = {}
self._coupled = coupled
self._usable_exits = usable_exits
def _can_expand_graph(self, entrance: Entrance) -> bool:
"""
Checks whether an entrance is able to expand the region graph, either by
providing access to randomizable exits or by granting access to items or
regions used in logic conditions.
:param entrance: A randomizable (no parent) region entrance
"""
# we've seen this, return cached result
if entrance in self._expands_graph_cache:
return self._expands_graph_cache[entrance]
visited = set()
q: deque[Region] = deque()
q.append(entrance.connected_region)
while q:
region = q.popleft()
visited.add(region)
# check if the region itself is progression
if region in region.multiworld.indirect_connections:
self._expands_graph_cache[entrance] = True
return True
# check if any placed locations are progression
for loc in region.locations:
if loc.advancement:
self._expands_graph_cache[entrance] = True
return True
# check if there is a randomized exit out (expands the graph directly) or else search any connected
# regions to see if they are/have progression
for exit_ in region.exits:
# randomizable exits which are not reverse of the incoming entrance.
# uncoupled mode is an exception because in this case going back in the door you just came in could
# actually lead somewhere new
if (not exit_.connected_region and (not self._coupled or exit_.name != entrance.name)
and exit_ in self._usable_exits):
self._expands_graph_cache[entrance] = True
return True
elif exit_.connected_region and exit_.connected_region not in visited:
q.append(exit_.connected_region)
self._expands_graph_cache[entrance] = False
return False
def add(self, entrance: Entrance) -> None:
lookup = self.others if self._can_expand_graph(entrance) else self.dead_ends
lookup.add(entrance)
def remove(self, entrance: Entrance) -> None:
lookup = self.others if self._can_expand_graph(entrance) else self.dead_ends
lookup.remove(entrance)
def get_targets(
self,
groups: Iterable[int],
dead_end: bool,
preserve_group_order: bool
) -> Iterable[Entrance]:
lookup = self.dead_ends if dead_end else self.others
if preserve_group_order:
for group in groups:
self._random.shuffle(lookup[group])
ret = [entrance for group in groups for entrance in lookup[group]]
else:
ret = [entrance for group in groups for entrance in lookup[group]]
self._random.shuffle(ret)
return ret
def __len__(self):
return len(self.dead_ends) + len(self.others)
class ERPlacementState:
"""The state of an ongoing or completed entrance randomization"""
placements: list[Entrance]
"""The list of randomized Entrance objects which have been connected successfully"""
pairings: list[tuple[str, str]]
"""A list of pairings of connected entrance names, of the form (source_exit, target_entrance)"""
world: World
"""The world which is having its entrances randomized"""
collection_state: CollectionState
"""The CollectionState backing the entrance randomization logic"""
coupled: bool
"""Whether entrance randomization is operating in coupled mode"""
def __init__(self, world: World, coupled: bool):
self.placements = []
self.pairings = []
self.world = world
self.coupled = coupled
self.collection_state = world.multiworld.get_all_state(False, True)
@property
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]:
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)]
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]
self.world.random.shuffle(placeable_randomized_exits)
return placeable_randomized_exits
def _connect_one_way(self, source_exit: Entrance, target_entrance: Entrance) -> None:
target_region = target_entrance.connected_region
target_region.entrances.remove(target_entrance)
source_exit.connect(target_region)
self.collection_state.stale[self.world.player] = True
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:
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.
copied_state.reachable_regions[self.world.player].add(target_entrance.connected_region)
copied_state.blocked_connections[self.world.player].remove(source_exit)
copied_state.blocked_connections[self.world.player].update(target_entrance.connected_region.exits)
copied_state.update_reachable_regions(self.world.player)
copied_state.sweep_for_advancements()
# test that at there are newly reachable randomized exits that are ACTUALLY reachable
available_randomized_exits = copied_state.blocked_connections[self.world.player]
for _exit in available_randomized_exits:
if _exit.connected_region:
continue
# 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.
if _exit.can_reach(copied_state):
return True
return False
def connect(
self,
source_exit: Entrance,
target_entrance: Entrance
) -> tuple[list[Entrance], list[Entrance]]:
"""
Connects a source exit to a target entrance in the graph, accounting for coupling
:returns: The newly placed exits and the dummy entrance(s) which were removed from the graph
"""
source_region = source_exit.parent_region
target_region = target_entrance.connected_region
self._connect_one_way(source_exit, target_entrance)
# if we're doing coupled randomization place the reverse transition as well.
if self.coupled and source_exit.randomization_type == EntranceType.TWO_WAY:
for reverse_entrance in source_region.entrances:
if reverse_entrance.name == source_exit.name:
if reverse_entrance.parent_region:
raise EntranceRandomizationError(
f"Could not perform coupling on {source_exit.name} -> {target_entrance.name} "
f"because the reverse entrance is already parented to "
f"{reverse_entrance.parent_region.name}.")
break
else:
raise EntranceRandomizationError(f"Two way exit {source_exit.name} had no corresponding entrance in "
f"{source_exit.parent_region.name}")
for reverse_exit in target_region.exits:
if reverse_exit.name == target_entrance.name:
if reverse_exit.connected_region:
raise EntranceRandomizationError(
f"Could not perform coupling on {source_exit.name} -> {target_entrance.name} "
f"because the reverse exit is already connected to "
f"{reverse_exit.connected_region.name}.")
break
else:
raise EntranceRandomizationError(f"Two way entrance {target_entrance.name} had no corresponding exit "
f"in {target_region.name}.")
self._connect_one_way(reverse_exit, reverse_entrance)
return [source_exit, reverse_exit], [target_entrance, reverse_entrance]
return [source_exit], [target_entrance]
def bake_target_group_lookup(world: World, get_target_groups: Callable[[int], list[int]]) \
-> dict[int, list[int]]:
"""
Applies a transformation to all known entrance groups on randomizable exists to build a group lookup table.
:param world: Your World instance
:param get_target_groups: Function to call that returns the groups that a specific group type is allowed to
connect to
"""
unique_groups = { entrance.randomization_group for entrance in world.multiworld.get_entrances(world.player)
if entrance.parent_region and not entrance.connected_region }
return { group: get_target_groups(group) for group in unique_groups }
def disconnect_entrance_for_randomization(entrance: Entrance, target_group: int | None = None,
one_way_target_name: str | None = None) -> None:
"""
Given an entrance in a "vanilla" region graph, splits that entrance to prepare it for randomization
in randomize_entrances. This should be done after setting the type and group of the entrance. Because it attempts
to meet strict entrance naming requirements for coupled mode, this function may produce unintuitive results when
called only on a single entrance; it produces eventually-correct outputs only after calling it on all entrances.
:param entrance: The entrance which will be disconnected in preparation for randomization.
:param target_group: The group to assign to the created ER target. If not specified, the group from
the original entrance will be copied.
:param one_way_target_name: The name of the created ER target if `entrance` is one-way. This argument
is required for one-way entrances and is ignored otherwise.
"""
child_region = entrance.connected_region
parent_region = entrance.parent_region
# disconnect the edge
child_region.entrances.remove(entrance)
entrance.connected_region = None
# create the needed ER target
if entrance.randomization_type == EntranceType.TWO_WAY:
# for 2-ways, create a target in the parent region with a matching name to support coupling.
# targets in the child region will be created when the other direction edge is disconnected
target = parent_region.create_er_target(entrance.name)
else:
# for 1-ways, the child region needs a target. naming is not a concern for coupling so we
# allow it to be user provided (and require it, to prevent an unhelpful assumed name in pairings)
if not one_way_target_name:
raise ValueError("Cannot disconnect a one-way entrance without a target name specified")
target = child_region.create_er_target(one_way_target_name)
target.randomization_type = entrance.randomization_type
target.randomization_group = target_group or entrance.randomization_group
def randomize_entrances(
world: World,
coupled: bool,
target_group_lookup: dict[int, list[int]],
preserve_group_order: bool = False,
er_targets: list[Entrance] | None = None,
exits: list[Entrance] | None = None,
on_connect: Callable[[ERPlacementState, list[Entrance]], None] | None = None
) -> ERPlacementState:
"""
Randomizes Entrances for a single world in the multiworld.
:param world: Your World instance
:param coupled: Whether connected entrances should be coupled to go in both directions
:param target_group_lookup: Map from each group to a list of the groups that it can be connect to. Every group
used on an exit must be provided and must map to at least one other group. The default
group is 0.
:param preserve_group_order: Whether the order of groupings should be preserved for the returned target_groups
:param er_targets: The list of ER targets (Entrance objects with no parent region) to use for randomization.
Remember to be deterministic! If not provided, automatically discovers all valid targets
in your world.
:param exits: The list of exits (Entrance objects with no target region) to use for randomization.
Remember to be deterministic! If not provided, automatically discovers all valid exits in your world.
:param on_connect: A callback function which allows specifying side effects after a placement is completed
successfully and the underlying collection state has been updated.
"""
if not world.explicit_indirect_conditions:
raise EntranceRandomizationError("Entrance randomization requires explicit indirect conditions in order "
+ "to correctly analyze whether dead end regions can be required in logic.")
start_time = time.perf_counter()
er_state = ERPlacementState(world, coupled)
# 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)
entrance_lookup = EntranceLookup(world.random, coupled, exits_set)
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
for entrance in removed_entrances:
entrance_lookup.remove(entrance)
# propagate new connections
er_state.collection_state.update_reachable_regions(world.player)
er_state.collection_state.sweep_for_advancements()
if on_connect:
on_connect(er_state, placed_exits)
def needs_speculative_sweep(dead_end: bool, require_new_exits: bool, placeable_exits: list[Entrance]) -> bool:
# speculative sweep is expensive. We currently only do it as a last resort, if we might cap off the graph
# entirely
if len(placeable_exits) > 1:
return False
# in certain stages of randomization we either expect or don't care if the search space shrinks.
# we should never speculative sweep here.
if dead_end or not require_new_exits or not perform_validity_check:
return False
# edge case - if all dead ends have pre-placed progression or indirect connections, they are pulled forward
# into the non dead end stage. In this case, and only this case, it's possible that the last connection may
# actually be placeable in stage 1. We need to skip speculative sweep in this case because we expect the graph
# to get capped off.
# check to see if we are proposing the last placement
if not coupled:
# in uncoupled, this check is easy as there will only be one target.
is_last_placement = len(entrance_lookup) == 1
else:
# a bit harder, there may be 1 or 2 targets depending on if the exit to place is one way or two way.
# if it is two way, we can safely assume that one of the targets is the logical pair of the exit.
desired_target_count = 2 if placeable_exits[0].randomization_type == EntranceType.TWO_WAY else 1
is_last_placement = len(entrance_lookup) == desired_target_count
# if it's not the last placement, we need a sweep
return not is_last_placement
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)
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):
# when requiring new exits, ideally we would like to make it so that every placement increases
# (or keeps the same number of) reachable exits. The goal is to continue to expand the search space
# so that we do not crash. In the interest of performance and bias reduction, generally, just checking
# that we are going to a new region is a good approximation. however, we should take extra care on the
# very last exit and check whatever exits we open up are functionally accessible.
# this requirement can be ignored on a beaten minimal, islands are no issue there.
exit_requirement_satisfied = (not perform_validity_check or not require_new_exits
or target_entrance.connected_region not in er_state.placed_regions)
if exit_requirement_satisfied and source_exit.can_connect_to(target_entrance, dead_end, er_state):
if (needs_speculative_sweep(dead_end, require_new_exits, placeable_exits)
and not er_state.test_speculative_connection(source_exit, target_entrance, exits_set)):
continue
do_placement(source_exit, target_entrance)
return True
else:
# no source exits had any valid target so this stage is deadlocked. retries may be implemented if early
# deadlocking is a frequent issue.
lookup = entrance_lookup.dead_ends if dead_end else entrance_lookup.others
# if we're in a stage where we're trying to get to new regions, we could also enter this
# branch in a success state (when all regions of the preferred type have been placed, but there are still
# additional unplaced entrances into those regions)
if require_new_exits:
if all(e.connected_region in er_state.placed_regions for e in lookup):
return False
# if we're on minimal accessibility and can guarantee the game is beatable,
# we can prevent a failure by bypassing future validity checks. this check may be
# expensive; fortunately we only have to do it once
if perform_validity_check and world.options.accessibility == Accessibility.option_minimal \
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])
# 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
accessible_location_count += 1
if accessible_location_count >= prog_item_count:
perform_validity_check = False
# pretend that this was successful to retry the current stage
return True
unplaced_entrances = [entrance for region in world.multiworld.get_regions(world.player)
for entrance in region.entrances if not entrance.parent_region]
unplaced_exits = [exit_ for region in world.multiworld.get_regions(world.player)
for exit_ in region.exits if not exit_.connected_region]
entrance_kind = "dead ends" if dead_end else "non-dead ends"
region_access_requirement = "requires" if require_new_exits else "does not require"
raise EntranceRandomizationError(
f"None of the available entrances are valid targets for the available exits.\n"
f"Randomization stage is placing {entrance_kind} and {region_access_requirement} "
f"new region/exit access by default\n"
f"Placeable entrances: {lookup}\n"
f"Placeable exits: {placeable_exits}\n"
f"All unplaced entrances: {unplaced_entrances}\n"
f"All unplaced exits: {unplaced_exits}")
# 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):
break
# stage 2 - try to place all the dead-end entrances
while entrance_lookup.dead_ends:
if not find_pairing(dead_end=True, require_new_exits=True):
break
# stage 3 - all the regions should be placed at this point. We now need to connect dangling edges
# stage 3a - get the rest of the dead ends (e.g. second entrances into already-visited regions)
# doing this before the non-dead-ends is important to ensure there are enough connections to
# go around
while entrance_lookup.dead_ends:
find_pairing(dead_end=True, require_new_exits=False)
# stage 3b - tie all the other loose ends connecting visited regions to each other
while entrance_lookup.others:
find_pairing(dead_end=False, require_new_exits=False)
running_time = time.perf_counter() - start_time
if running_time > 1.0:
logging.info(f"Took {running_time:.4f} seconds during entrance randomization for player {world.player},"
f"named {world.multiworld.player_name[world.player]}")
return er_state

View File

@@ -45,8 +45,7 @@ MinVersion={#min_windows}
Name: "english"; MessagesFile: "compiler:Default.isl" Name: "english"; MessagesFile: "compiler:Default.isl"
[Tasks] [Tasks]
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}";
Name: "deletelib"; Description: "Clean existing /lib folder and subfolders including /worlds (leave checked if unsure)"; Check: ShouldShowDeleteLibTask
[Types] [Types]
Name: "full"; Description: "Full installation" Name: "full"; Description: "Full installation"
@@ -84,8 +83,18 @@ Filename: "{app}\ArchipelagoLauncher"; Description: "{cm:LaunchProgram,{#StringC
Type: dirifempty; Name: "{app}" Type: dirifempty; Name: "{app}"
[InstallDelete] [InstallDelete]
Type: files; Name: "{app}\*.exe" Type: files; Name: "{app}\lib\worlds\_bizhawk.apworld"
Type: files; Name: "{app}\ArchipelagoLttPClient.exe"
Type: files; Name: "{app}\ArchipelagoPokemonClient.exe"
Type: files; Name: "{app}\data\lua\connector_pkmn_rb.lua" Type: files; Name: "{app}\data\lua\connector_pkmn_rb.lua"
Type: filesandordirs; Name: "{app}\lib\worlds\rogue-legacy"
Type: dirifempty; Name: "{app}\lib\worlds\rogue-legacy"
Type: files; Name: "{app}\lib\worlds\sc2wol.apworld"
Type: filesandordirs; Name: "{app}\lib\worlds\sc2wol"
Type: dirifempty; Name: "{app}\lib\worlds\sc2wol"
Type: filesandordirs; Name: "{app}\lib\worlds\bk_sudoku"
Type: dirifempty; Name: "{app}\lib\worlds\bk_sudoku"
Type: files; Name: "{app}\ArchipelagoLauncher(DEBUG).exe"
Type: filesandordirs; Name: "{app}\SNI\lua*" Type: filesandordirs; Name: "{app}\SNI\lua*"
Type: filesandordirs; Name: "{app}\EnemizerCLI*" Type: filesandordirs; Name: "{app}\EnemizerCLI*"
#include "installdelete.iss" #include "installdelete.iss"
@@ -212,11 +221,6 @@ Root: HKCR; Subkey: "{#MyAppName}ygo06patch"; ValueData: "Ar
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: ""; Root: HKCR; Subkey: "{#MyAppName}ygo06patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Root: HKCR; Subkey: "{#MyAppName}ygo06patch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apcivvi"; ValueData: "{#MyAppName}apcivvipatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch"; ValueData: "Archipelago Civilization 6 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch\DefaultIcon"; ValueData: "{app}\ArchipelagoLauncher.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch\shell\open\command"; ValueData: """{app}\ArchipelagoLauncher.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: ""; Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: "";
@@ -252,17 +256,3 @@ begin
Result := True; Result := True;
end; end;
end; end;
function ShouldShowDeleteLibTask: Boolean;
begin
Result := DirExists(ExpandConstant('{app}\lib'));
end;
procedure CurStepChanged(CurStep: TSetupStep);
begin
if CurStep = ssInstall then
begin
if WizardIsTaskSelected('deletelib') then
DelTree(ExpandConstant('{app}\lib'), True, True, True);
end;
end;

662
kvui.py
View File

@@ -26,16 +26,13 @@ import Utils
if Utils.is_frozen(): if Utils.is_frozen():
os.environ["KIVY_DATA_DIR"] = Utils.local_path("data") 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 from kivy.config import Config
Config.set("input", "mouse", "mouse,disable_multitouch") Config.set("input", "mouse", "mouse,disable_multitouch")
Config.set("kivy", "exit_on_escape", "0") Config.set("kivy", "exit_on_escape", "0")
Config.set("graphics", "multisamples", "0") # multisamples crash old intel drivers Config.set("graphics", "multisamples", "0") # multisamples crash old intel drivers
from kivymd.uix.divider import MDDivider
from kivy.app import App
from kivy.core.window import Window from kivy.core.window import Window
from kivy.core.clipboard import Clipboard from kivy.core.clipboard import Clipboard
from kivy.core.text.markup import MarkupLabel from kivy.core.text.markup import MarkupLabel
@@ -43,34 +40,31 @@ from kivy.core.image import ImageLoader, ImageLoaderBase, ImageData
from kivy.base import ExceptionHandler, ExceptionManager from kivy.base import ExceptionHandler, ExceptionManager
from kivy.clock import Clock from kivy.clock import Clock
from kivy.factory import Factory from kivy.factory import Factory
from kivy.properties import BooleanProperty, ObjectProperty, NumericProperty, StringProperty from kivy.properties import BooleanProperty, ObjectProperty
from kivy.metrics import dp, sp from kivy.metrics import dp
from kivy.effects.scroll import ScrollEffect
from kivy.uix.widget import Widget from kivy.uix.widget import Widget
from kivy.uix.button import Button
from kivy.uix.gridlayout import GridLayout
from kivy.uix.layout import Layout from kivy.uix.layout import Layout
from kivy.uix.textinput import TextInput
from kivy.uix.scrollview import ScrollView
from kivy.uix.recycleview import RecycleView
from kivy.uix.tabbedpanel import TabbedPanel, TabbedPanelItem
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.label import Label
from kivy.uix.progressbar import ProgressBar
from kivy.uix.dropdown import DropDown
from kivy.utils import escape_markup from kivy.utils import escape_markup
from kivy.lang import Builder from kivy.lang import Builder
from kivy.uix.recycleview.views import RecycleDataViewBehavior from kivy.uix.recycleview.views import RecycleDataViewBehavior
from kivy.uix.behaviors import FocusBehavior, ToggleButtonBehavior from kivy.uix.behaviors import FocusBehavior
from kivy.uix.recycleboxlayout import RecycleBoxLayout from kivy.uix.recycleboxlayout import RecycleBoxLayout
from kivy.uix.recycleview.layout import LayoutSelectionBehavior from kivy.uix.recycleview.layout import LayoutSelectionBehavior
from kivy.animation import Animation from kivy.animation import Animation
from kivy.uix.popup import Popup from kivy.uix.popup import Popup
from kivy.uix.image import AsyncImage from kivy.uix.image import AsyncImage
from kivymd.app import MDApp
from kivymd.uix.gridlayout import MDGridLayout
from kivymd.uix.floatlayout import MDFloatLayout
from kivymd.uix.boxlayout import MDBoxLayout
from kivymd.uix.tab.tab import MDTabsSecondary, MDTabsItem, MDTabsItemText, MDTabsCarousel
from kivymd.uix.menu import MDDropdownMenu
from kivymd.uix.menu.menu import MDDropdownTextItem
from kivymd.uix.dropdownitem import MDDropDownItem, MDDropDownItemText
from kivymd.uix.button import MDButton, MDButtonText, MDButtonIcon, MDIconButton
from kivymd.uix.label import MDLabel, MDIcon
from kivymd.uix.recycleview import MDRecycleView
from kivymd.uix.textfield.textfield import MDTextField
from kivymd.uix.progressindicator import MDLinearProgressIndicator
from kivymd.uix.scrollview import MDScrollView
from kivymd.uix.tooltip import MDTooltip, MDTooltipPlain
fade_in_animation = Animation(opacity=0, duration=0) + Animation(opacity=1, duration=0.25) fade_in_animation = Animation(opacity=0, duration=0) + Animation(opacity=1, duration=0.25)
@@ -87,113 +81,6 @@ else:
remove_between_brackets = re.compile(r"\[.*?]") remove_between_brackets = re.compile(r"\[.*?]")
class ThemedApp(MDApp):
def set_colors(self):
text_colors = KivyJSONtoTextParser.TextColors()
self.theme_cls.theme_style = text_colors.theme_style
self.theme_cls.primary_palette = text_colors.primary_palette
self.theme_cls.dynamic_scheme_name = text_colors.dynamic_scheme_name
self.theme_cls.dynamic_scheme_contrast = text_colors.dynamic_scheme_contrast
class ImageIcon(MDButtonIcon, AsyncImage):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.image = ApAsyncImage(**kwargs)
self.add_widget(self.image)
def add_widget(self, widget, index=0, canvas=None):
return super(MDIcon, self).add_widget(widget)
class ImageButton(MDIconButton):
def __init__(self, **kwargs):
image_args = dict()
for kwarg in ("fit_mode", "image_size", "color", "source", "texture"):
val = kwargs.pop(kwarg, "None")
if val != "None":
image_args[kwarg.replace("image_", "")] = val
super().__init__()
self.image = ApAsyncImage(**image_args)
def set_center(button, center):
self.image.center_x = self.center_x
self.image.center_y = self.center_y
self.bind(center=set_center)
self.add_widget(self.image)
def add_widget(self, widget, index=0, canvas=None):
return super(MDIcon, self).add_widget(widget)
class ScrollBox(MDScrollView):
layout: MDBoxLayout = ObjectProperty(None)
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
# thanks kivymd
class ToggleButton(MDButton, ToggleButtonBehavior):
def __init__(self, *args, **kwargs):
super(ToggleButton, self).__init__(*args, **kwargs)
self.bind(state=self._update_bg)
def _update_bg(self, _, state: str):
if self.disabled:
return
if self.theme_bg_color == "Primary":
self.theme_bg_color = "Custom"
if state == "down":
self.md_bg_color = self.theme_cls.primaryColor
for child in self.children:
if child.theme_text_color == "Primary":
child.theme_text_color = "Custom"
if child.theme_icon_color == "Primary":
child.theme_icon_color = "Custom"
child.text_color = self.theme_cls.onPrimaryColor
child.icon_color = self.theme_cls.onPrimaryColor
else:
self.md_bg_color = self.theme_cls.surfaceContainerLowestColor
for child in self.children:
if child.theme_text_color == "Primary":
child.theme_text_color = "Custom"
if child.theme_icon_color == "Primary":
child.theme_icon_color = "Custom"
child.text_color = self.theme_cls.primaryColor
child.icon_color = self.theme_cls.primaryColor
# thanks kivymd
class ResizableTextField(MDTextField):
"""
Resizable MDTextField that manually overrides the builtin sizing.
Note that in order to use this, the sizing must be specified from within a .kv rule.
"""
def __init__(self, *args, **kwargs):
# cursed rules override
rules = Builder.match(self)
textfield = next((rule for rule in rules if rule.name == f"<MDTextField>"), None)
if textfield:
subclasses = rules[rules.index(textfield) + 1:]
for subclass in subclasses:
height_rule = subclass.properties.get("height", None)
if height_rule:
height_rule.ignore_prev = True
super().__init__(*args, **kwargs)
def on_release(self: MDButton, *args):
super(MDButton, self).on_release(args)
self.on_leave()
MDButton.on_release = on_release
# I was surprised to find this didn't already exist in kivy :( # I was surprised to find this didn't already exist in kivy :(
class HoverBehavior(object): class HoverBehavior(object):
"""originally from https://stackoverflow.com/a/605348110""" """originally from https://stackoverflow.com/a/605348110"""
@@ -233,7 +120,7 @@ class HoverBehavior(object):
Factory.register("HoverBehavior", HoverBehavior) Factory.register("HoverBehavior", HoverBehavior)
class ToolTip(MDTooltipPlain): class ToolTip(Label):
pass pass
@@ -241,30 +128,49 @@ class ServerToolTip(ToolTip):
pass pass
class HovererableLabel(HoverBehavior, MDLabel): class ScrollBox(ScrollView):
layout: BoxLayout
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.layout = BoxLayout(size_hint_y=None)
self.layout.bind(minimum_height=self.layout.setter("height"))
self.add_widget(self.layout)
self.effect_cls = ScrollEffect
self.bar_width = dp(12)
self.scroll_type = ["content", "bars"]
class HovererableLabel(HoverBehavior, Label):
pass pass
class TooltipLabel(HovererableLabel, MDTooltip): class TooltipLabel(HovererableLabel):
tooltip_display_delay = 0.1 tooltip = None
def create_tooltip(self, text, x, y): def create_tooltip(self, text, x, y):
text = text.replace("<br>", "\n").replace("&amp;", "&").replace("&bl;", "[").replace("&br;", "]") text = text.replace("<br>", "\n").replace("&amp;", "&").replace("&bl;", "[").replace("&br;", "]")
# position float layout if self.tooltip:
center_x, center_y = self.to_window(self.center_x, self.center_y)
self.shift_y = y - center_y
shift_x = center_x - x
if shift_x > 0:
self.shift_left = shift_x
else:
self.shift_right = shift_x
if self._tooltip:
# update # update
self._tooltip.text = text self.tooltip.children[0].text = text
else: else:
self._tooltip = ToolTip(text=text, pos_hint={}) self.tooltip = FloatLayout()
self.display_tooltip() tooltip_label = ToolTip(text=text)
self.tooltip.add_widget(tooltip_label)
fade_in_animation.start(self.tooltip)
App.get_running_app().root.add_widget(self.tooltip)
# handle left-side boundary to not render off-screen
x = max(x, 3 + self.tooltip.children[0].texture_size[0] / 2)
# position float layout
self.tooltip.x = x - self.tooltip.width / 2
self.tooltip.y = y - self.tooltip.height / 2 + 48
def remove_tooltip(self):
if self.tooltip:
App.get_running_app().root.remove_widget(self.tooltip)
self.tooltip = None
def on_mouse_pos(self, window, pos): def on_mouse_pos(self, window, pos):
if not self.get_root_window(): if not self.get_root_window():
@@ -291,30 +197,26 @@ class TooltipLabel(HovererableLabel, MDTooltip):
def on_leave(self): def on_leave(self):
self.remove_tooltip() self.remove_tooltip()
self._tooltip = None
class ServerLabel(HoverBehavior, MDTooltip, MDBoxLayout): class ServerLabel(HovererableLabel):
tooltip_display_delay = 0.1
text: str = StringProperty("Server:")
def __init__(self, *args, **kwargs): def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs) super(HovererableLabel, self).__init__(*args, **kwargs)
self.add_widget(MDIcon(icon="information", font_size=sp(15))) self.layout = FloatLayout()
self.add_widget(TooltipLabel(text=self.text, pos_hint={"center_x": 0.5, "center_y": 0.5}, self.popuplabel = ServerToolTip(text="Test")
font_size=sp(15))) self.layout.add_widget(self.popuplabel)
self._tooltip = ServerToolTip(text="Test")
def on_enter(self): def on_enter(self):
self._tooltip.text = self.get_text() self.popuplabel.text = self.get_text()
self.display_tooltip() App.get_running_app().root.add_widget(self.layout)
fade_in_animation.start(self.layout)
def on_leave(self): def on_leave(self):
self.animation_tooltip_dismiss() App.get_running_app().root.remove_widget(self.layout)
@property @property
def ctx(self) -> context_type: def ctx(self) -> context_type:
return MDApp.get_running_app().ctx return App.get_running_app().ctx
def get_text(self): def get_text(self):
if self.ctx.server: if self.ctx.server:
@@ -355,11 +257,11 @@ class ServerLabel(HoverBehavior, MDTooltip, MDBoxLayout):
return "No current server connection. \nPlease connect to an Archipelago server." return "No current server connection. \nPlease connect to an Archipelago server."
class MainLayout(MDGridLayout): class MainLayout(GridLayout):
pass pass
class ContainerLayout(MDFloatLayout): class ContainerLayout(FloatLayout):
pass pass
@@ -379,11 +281,6 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
return super(SelectableLabel, self).refresh_view_attrs( return super(SelectableLabel, self).refresh_view_attrs(
rv, index, data) rv, index, data)
def on_size(self, instance_label, size: list) -> None:
super().on_size(instance_label, size)
if self.parent:
self.width = self.parent.width
def on_touch_down(self, touch): def on_touch_down(self, touch):
""" Add selection on touch down """ """ Add selection on touch down """
if super(SelectableLabel, self).on_touch_down(touch): if super(SelectableLabel, self).on_touch_down(touch):
@@ -394,10 +291,10 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
else: else:
# Not a fan of the following few lines, but they work. # Not a fan of the following few lines, but they work.
temp = MarkupLabel(text=self.text).markup temp = MarkupLabel(text=self.text).markup
text = "".join(part for part in temp if not part.startswith("[")) text = "".join(part for part in temp if not part.startswith(("[color", "[/color]", "[ref=", "[/ref]")))
cmdinput = MDApp.get_running_app().textinput cmdinput = App.get_running_app().textinput
if not cmdinput.text: if not cmdinput.text:
input_text = get_input_text_from_response(text, MDApp.get_running_app().last_autofillable_command) input_text = get_input_text_from_response(text, App.get_running_app().last_autofillable_command)
if input_text is not None: if input_text is not None:
cmdinput.text = input_text cmdinput.text = input_text
@@ -408,150 +305,11 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
""" Respond to the selection of items in the view. """ """ Respond to the selection of items in the view. """
self.selected = is_selected self.selected = is_selected
class HintLabel(RecycleDataViewBehavior, BoxLayout):
class MarkupDropdownTextItem(MDDropdownTextItem):
def __init__(self):
super().__init__()
for child in self.children:
if child.__class__ == MDLabel:
child.markup = True
# Currently, this only lets us do markup on text that does not have any icons
# Create new TextItems as needed
class MarkupDropdown(MDDropdownMenu):
def on_items(self, instance, value: list) -> None:
"""
The method sets the class that will be used to create the menu item.
"""
items = []
viewclass = "MarkupDropdownTextItem"
for data in value:
if "viewclass" not in data:
if (
"leading_icon" not in data
and "trailing_icon" not in data
and "trailing_text" not in data
):
viewclass = "MarkupDropdownTextItem"
elif (
"leading_icon" in data
and "trailing_icon" not in data
and "trailing_text" not in data
):
viewclass = "MDDropdownLeadingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" in data
and "trailing_text" not in data
):
viewclass = "MDDropdownTrailingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" in data
and "trailing_text" in data
):
viewclass = "MDDropdownTrailingIconTextItem"
elif (
"leading_icon" in data
and "trailing_icon" in data
and "trailing_text" in data
):
viewclass = "MDDropdownLeadingTrailingIconTextItem"
elif (
"leading_icon" in data
and "trailing_icon" in data
and "trailing_text" not in data
):
viewclass = "MDDropdownLeadingTrailingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" not in data
and "trailing_text" in data
):
viewclass = "MDDropdownTrailingTextItem"
elif (
"leading_icon" in data
and "trailing_icon" not in data
and "trailing_text" in data
):
viewclass = "MDDropdownLeadingIconTrailingTextItem"
data["viewclass"] = viewclass
if "height" not in data:
data["height"] = dp(48)
items.append(data)
self._items = items
# Update items in view
if hasattr(self, "menu"):
self.menu.data = self._items
class AutocompleteHintInput(ResizableTextField):
min_chars = NumericProperty(3)
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.dropdown = MarkupDropdown(caller=self, position="bottom", border_margin=dp(2), width=self.width)
self.bind(on_text_validate=self.on_message)
self.bind(width=lambda instance, x: setattr(self.dropdown, "width", x))
def on_message(self, instance):
MDApp.get_running_app().commandprocessor("!hint "+instance.text)
def on_text(self, instance, value):
if len(value) >= self.min_chars:
self.dropdown.items.clear()
ctx: context_type = MDApp.get_running_app().ctx
if not ctx.game:
return
item_names = ctx.item_names._game_store[ctx.game].values()
def on_press(text):
split_text = MarkupLabel(text=text).markup
self.set_text(self, "".join(text_frag for text_frag in split_text
if not text_frag.startswith("[")))
self.dropdown.dismiss()
self.focus = True
lowered = value.lower()
for item_name in item_names:
try:
index = item_name.lower().index(lowered)
except ValueError:
pass # substring not found
else:
text = escape_markup(item_name)
text = text[:index] + "[b]" + text[index:index+len(value)]+"[/b]"+text[index+len(value):]
self.dropdown.items.append({
"text": text,
"on_release": lambda txt=text: on_press(txt),
"markup": True
})
if not self.dropdown.parent:
self.dropdown.open()
else:
self.dropdown.dismiss()
status_icons = {
HintStatus.HINT_NO_PRIORITY: "information",
HintStatus.HINT_PRIORITY: "exclamation-thick",
HintStatus.HINT_AVOID: "alert"
}
class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
selected = BooleanProperty(False) selected = BooleanProperty(False)
striped = BooleanProperty(False) striped = BooleanProperty(False)
index = None index = None
dropdown: MDDropdownMenu dropdown: DropDown
def __init__(self): def __init__(self):
super(HintLabel, self).__init__() super(HintLabel, self).__init__()
@@ -562,28 +320,29 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
self.entrance_text = "" self.entrance_text = ""
self.status_text = "" self.status_text = ""
self.hint = {} self.hint = {}
for child in self.children:
child.bind(texture_size=self.set_height)
ctx = MDApp.get_running_app().ctx
menu_items = []
for status in (HintStatus.HINT_NO_PRIORITY, HintStatus.HINT_PRIORITY, HintStatus.HINT_AVOID): ctx = App.get_running_app().ctx
name = status_names[status] self.dropdown = DropDown()
status_button = MDDropDownItem(MDDropDownItemText(text=name), size_hint_y=None, height=dp(50))
status_button.status = status
menu_items.append({
"text": name,
"leading_icon": status_icons[status],
"on_release": lambda x=status: select(self, x)
})
self.dropdown = MDDropdownMenu(caller=self.ids["status"], items=menu_items) def set_value(button):
self.dropdown.select(button.status)
def select(instance, data): def select(instance, data):
ctx.update_hint(self.hint["location"], ctx.update_hint(self.hint["location"],
self.hint["finding_player"], self.hint["finding_player"],
data) data)
self.dropdown.bind(on_release=self.dropdown.dismiss) for status in (HintStatus.HINT_NO_PRIORITY, HintStatus.HINT_PRIORITY, HintStatus.HINT_AVOID):
name = status_names[status]
status_button = Button(text=name, size_hint_y=None, height=dp(50))
status_button.status = status
status_button.bind(on_release=set_value)
self.dropdown.add_widget(status_button)
self.dropdown.bind(on_select=select)
def set_height(self, instance, value): def set_height(self, instance, value):
self.height = max([child.texture_size[1] for child in self.children]) self.height = max([child.texture_size[1] for child in self.children])
@@ -598,6 +357,7 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
self.entrance_text = data["entrance"]["text"] self.entrance_text = data["entrance"]["text"]
self.status_text = data["status"]["text"] self.status_text = data["status"]["text"]
self.hint = data["status"]["hint"] self.hint = data["status"]["hint"]
self.height = self.minimum_height
return super(HintLabel, self).refresh_view_attrs(rv, index, data) return super(HintLabel, self).refresh_view_attrs(rv, index, data)
def on_touch_down(self, touch): def on_touch_down(self, touch):
@@ -610,10 +370,10 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
if status_label.collide_point(*touch.pos): if status_label.collide_point(*touch.pos):
if self.hint["status"] == HintStatus.HINT_FOUND: if self.hint["status"] == HintStatus.HINT_FOUND:
return return
ctx = MDApp.get_running_app().ctx ctx = App.get_running_app().ctx
if ctx.slot_concerns_self(self.hint["receiving_player"]): # If this player owns this hint if ctx.slot_concerns_self(self.hint["receiving_player"]): # If this player owns this hint
# open a dropdown # open a dropdown
self.dropdown.open() self.dropdown.open(self.ids["status"])
elif self.selected: elif self.selected:
self.parent.clear_selection() self.parent.clear_selection()
else: else:
@@ -622,7 +382,8 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
if self.entrance_text != "Vanilla" if self.entrance_text != "Vanilla"
else "", ". (", self.status_text.lower(), ")")) else "", ". (", self.status_text.lower(), ")"))
temp = MarkupLabel(text).markup temp = MarkupLabel(text).markup
text = "".join(part for part in temp if not part.startswith("[")) text = "".join(
part for part in temp if not part.startswith(("[color", "[/color]", "[ref=", "[/ref]")))
Clipboard.copy(escape_markup(text).replace("&amp;", "&").replace("&bl;", "[").replace("&br;", "]")) Clipboard.copy(escape_markup(text).replace("&amp;", "&").replace("&bl;", "[").replace("&br;", "]"))
return self.parent.select_with_touch(self.index, touch) return self.parent.select_with_touch(self.index, touch)
else: else:
@@ -634,18 +395,15 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
if child.collide_point(*touch.pos): if child.collide_point(*touch.pos):
key = child.sort_key key = child.sort_key
if key == "status": if key == "status":
parent.hint_sorter = lambda element: status_sort_weights[element["status"]["hint"]["status"]] parent.hint_sorter = lambda element: element["status"]["hint"]["status"]
else: else: parent.hint_sorter = lambda element: remove_between_brackets.sub("", element[key]["text"]).lower()
parent.hint_sorter = lambda element: (
remove_between_brackets.sub("", element[key]["text"]).lower()
)
if key == parent.sort_key: if key == parent.sort_key:
# second click reverses order # second click reverses order
parent.reversed = not parent.reversed parent.reversed = not parent.reversed
else: else:
parent.sort_key = key parent.sort_key = key
parent.reversed = False parent.reversed = False
MDApp.get_running_app().update_hints() App.get_running_app().update_hints()
def apply_selection(self, rv, index, is_selected): def apply_selection(self, rv, index, is_selected):
""" Respond to the selection of items in the view. """ """ Respond to the selection of items in the view. """
@@ -653,7 +411,7 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
self.selected = is_selected self.selected = is_selected
class ConnectBarTextInput(ResizableTextField): class ConnectBarTextInput(TextInput):
def insert_text(self, substring, from_undo=False): def insert_text(self, substring, from_undo=False):
s = substring.replace("\n", "").replace("\r", "") s = substring.replace("\n", "").replace("\r", "")
return super(ConnectBarTextInput, self).insert_text(s, from_undo=from_undo) return super(ConnectBarTextInput, self).insert_text(s, from_undo=from_undo)
@@ -663,14 +421,14 @@ def is_command_input(string: str) -> bool:
return len(string) > 0 and string[0] in "/!" return len(string) > 0 and string[0] in "/!"
class CommandPromptTextInput(ResizableTextField): class CommandPromptTextInput(TextInput):
MAXIMUM_HISTORY_MESSAGES = 50 MAXIMUM_HISTORY_MESSAGES = 50
def __init__(self, **kwargs) -> None: def __init__(self, **kwargs) -> None:
super().__init__(**kwargs) super().__init__(**kwargs)
self._command_history_index = -1 self._command_history_index = -1
self._command_history: typing.Deque[str] = deque(maxlen=CommandPromptTextInput.MAXIMUM_HISTORY_MESSAGES) self._command_history: typing.Deque[str] = deque(maxlen=CommandPromptTextInput.MAXIMUM_HISTORY_MESSAGES)
def update_history(self, new_entry: str) -> None: def update_history(self, new_entry: str) -> None:
self._command_history_index = -1 self._command_history_index = -1
if is_command_input(new_entry): if is_command_input(new_entry):
@@ -697,7 +455,7 @@ class CommandPromptTextInput(ResizableTextField):
self._change_to_history_text_if_available(self._command_history_index - 1) self._change_to_history_text_if_available(self._command_history_index - 1)
return True return True
return super().keyboard_on_key_down(window, keycode, text, modifiers) return super().keyboard_on_key_down(window, keycode, text, modifiers)
def _change_to_history_text_if_available(self, new_index: int) -> None: def _change_to_history_text_if_available(self, new_index: int) -> None:
if new_index < -1: if new_index < -1:
return return
@@ -711,96 +469,32 @@ class CommandPromptTextInput(ResizableTextField):
class MessageBox(Popup): class MessageBox(Popup):
class MessageBoxLabel(MDLabel): class MessageBoxLabel(Label):
def __init__(self, **kwargs): def __init__(self, **kwargs):
super().__init__(**kwargs) super().__init__(**kwargs)
self._label.refresh() self._label.refresh()
self.size = self._label.texture.size
if self.width + 50 > Window.width:
self.text_size[0] = Window.width - 50
self._label.refresh()
self.size = self._label.texture.size
def __init__(self, title, text, error=False, **kwargs): def __init__(self, title, text, error=False, **kwargs):
label = MessageBox.MessageBoxLabel(text=text) label = MessageBox.MessageBoxLabel(text=text)
separator_color = [217 / 255, 129 / 255, 122 / 255, 1.] if error else [47 / 255., 167 / 255., 212 / 255, 1.] separator_color = [217 / 255, 129 / 255, 122 / 255, 1.] if error else [47 / 255., 167 / 255., 212 / 255, 1.]
super().__init__(title=title, content=label, size_hint=(0.5, None), width=max(100, int(label.width) + 40), super().__init__(title=title, content=label, size_hint=(None, None), width=max(100, int(label.width) + 40),
separator_color=separator_color, **kwargs) separator_color=separator_color, **kwargs)
self.height += max(0, label.height - 18) self.height += max(0, label.height - 18)
class ClientTabs(MDTabsSecondary): class GameManager(App):
carousel: MDTabsCarousel
lock_swiping = True
def __init__(self, *args, **kwargs):
self.carousel = MDTabsCarousel(lock_swiping=True, anim_move_duration=0.2)
super().__init__(*args, MDDivider(size_hint_y=None, height=dp(1)), self.carousel, **kwargs)
self.size_hint_y = 1
def _check_panel_height(self, *args):
self.ids.tab_scroll.height = dp(38)
def update_indicator(
self, x: float = 0.0, w: float = 0.0, instance: MDTabsItem = None
) -> None:
def update_indicator(*args):
indicator_pos = (0, 0)
indicator_size = (0, 0)
item_text_object = self._get_tab_item_text_icon_object()
if item_text_object:
indicator_pos = (
instance.x + dp(12),
self.indicator.pos[1]
if not self._tabs_carousel
else self._tabs_carousel.height,
)
indicator_size = (
instance.width - dp(24),
self.indicator_height,
)
Animation(
pos=indicator_pos,
size=indicator_size,
d=0 if not self.indicator_anim else self.indicator_duration,
t=self.indicator_transition,
).start(self.indicator)
if not instance:
self.indicator.pos = (x, self.indicator.pos[1])
self.indicator.size = (w, self.indicator_height)
else:
Clock.schedule_once(update_indicator)
def remove_tab(self, tab, content=None):
if content is None:
content = tab.content
self.ids.container.remove_widget(tab)
self.carousel.remove_widget(content)
self.on_size(self, self.size)
class CommandButton(MDButton, MDTooltip):
def __init__(self, *args, manager: "GameManager", **kwargs):
super().__init__(*args, **kwargs)
self.manager = manager
self._tooltip = ToolTip(text="Test")
def on_enter(self):
self._tooltip.text = self.manager.commandprocessor.get_help_text()
self._tooltip.font_size = dp(20 - (len(self._tooltip.text) // 400)) # mostly guessing on the numbers here
self.display_tooltip()
def on_leave(self):
self.animation_tooltip_dismiss()
class GameManager(ThemedApp):
logging_pairs = [ logging_pairs = [
("Client", "Archipelago"), ("Client", "Archipelago"),
] ]
base_title: str = "Archipelago Client" base_title: str = "Archipelago Client"
last_autofillable_command: str last_autofillable_command: str
main_area_container: MDGridLayout main_area_container: GridLayout
""" subclasses can add more columns beside the tabs """ """ subclasses can add more columns beside the tabs """
def __init__(self, ctx: context_type): def __init__(self, ctx: context_type):
@@ -835,80 +529,65 @@ class GameManager(ThemedApp):
return max(1, len(self.tabs.tab_list)) return max(1, len(self.tabs.tab_list))
return 1 return 1
def on_start(self):
def on_start(*args):
self.root.md_bg_color = self.theme_cls.backgroundColor
super().on_start()
Clock.schedule_once(on_start)
def build(self) -> Layout: def build(self) -> Layout:
self.set_colors()
self.container = ContainerLayout() self.container = ContainerLayout()
self.grid = MainLayout() self.grid = MainLayout()
self.grid.cols = 1 self.grid.cols = 1
self.connect_layout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(40), self.connect_layout = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
spacing=5, padding=(5, 10))
# top part # top part
server_label = ServerLabel(width=dp(75)) server_label = ServerLabel()
self.connect_layout.add_widget(server_label) self.connect_layout.add_widget(server_label)
self.server_connect_bar = ConnectBarTextInput(text=self.ctx.suggested_address or "archipelago.gg:", self.server_connect_bar = ConnectBarTextInput(text=self.ctx.suggested_address or "archipelago.gg:",
pos_hint={"center_x": 0.5, "center_y": 0.5}) size_hint_y=None,
height=dp(30), multiline=False, write_tab=False)
def connect_bar_validate(sender): def connect_bar_validate(sender):
if not self.ctx.server: if not self.ctx.server:
self.connect_button_action(sender) self.connect_button_action(sender)
self.server_connect_bar.height = dp(30)
self.server_connect_bar.bind(on_text_validate=connect_bar_validate) self.server_connect_bar.bind(on_text_validate=connect_bar_validate)
self.connect_layout.add_widget(self.server_connect_bar) self.connect_layout.add_widget(self.server_connect_bar)
self.server_connect_button = MDButton(MDButtonText(text="Connect"), style="filled", size=(dp(100), dp(70)), self.server_connect_button = Button(text="Connect", size=(dp(100), dp(30)), size_hint_y=None, size_hint_x=None)
size_hint_x=None, size_hint_y=None, radius=5, pos_hint={"center_y": 0.55})
self.server_connect_button.bind(on_press=self.connect_button_action) self.server_connect_button.bind(on_press=self.connect_button_action)
self.server_connect_button.height = self.server_connect_bar.height
self.connect_layout.add_widget(self.server_connect_button) self.connect_layout.add_widget(self.server_connect_button)
self.grid.add_widget(self.connect_layout) self.grid.add_widget(self.connect_layout)
self.progressbar = MDLinearProgressIndicator(size_hint_y=None, height=3) self.progressbar = ProgressBar(size_hint_y=None, height=3)
self.grid.add_widget(self.progressbar) self.grid.add_widget(self.progressbar)
# middle part # middle part
self.tabs = ClientTabs(pos_hint={"center_x": 0.5, "center_y": 0.5}) self.tabs = TabbedPanel(size_hint_y=1)
self.tabs.add_widget(MDTabsItem(MDTabsItemText(text="All" if len(self.logging_pairs) > 1 else "Archipelago"))) self.tabs.default_tab_text = "All"
self.log_panels["All"] = self.tabs.default_tab_content = UILog(*(logging.getLogger(logger_name) self.log_panels["All"] = self.tabs.default_tab_content = UILog(*(logging.getLogger(logger_name)
for logger_name, name in for logger_name, name in
self.logging_pairs)) self.logging_pairs))
self.tabs.carousel.add_widget(self.tabs.default_tab_content)
for logger_name, display_name in self.logging_pairs: for logger_name, display_name in self.logging_pairs:
bridge_logger = logging.getLogger(logger_name) bridge_logger = logging.getLogger(logger_name)
self.log_panels[display_name] = UILog(bridge_logger) panel = TabbedPanelItem(text=display_name)
self.log_panels[display_name] = panel.content = UILog(bridge_logger)
if len(self.logging_pairs) > 1: if len(self.logging_pairs) > 1:
panel = MDTabsItem(MDTabsItemText(text=display_name))
panel.content = self.log_panels[display_name]
# show Archipelago tab if other logging is present # show Archipelago tab if other logging is present
self.tabs.carousel.add_widget(panel.content)
self.tabs.add_widget(panel) self.tabs.add_widget(panel)
hint_panel = self.add_client_tab("Hints", HintLayout()) hint_panel = self.add_client_tab("Hints", HintLog(self.json_to_kivy_parser))
self.hint_log = HintLog(self.json_to_kivy_parser)
self.log_panels["Hints"] = hint_panel.content self.log_panels["Hints"] = hint_panel.content
hint_panel.content.add_widget(self.hint_log)
self.main_area_container = MDGridLayout(size_hint_y=1, rows=1) if len(self.logging_pairs) == 1:
self.tabs.default_tab_text = "Archipelago"
self.main_area_container = GridLayout(size_hint_y=1, rows=1)
self.main_area_container.add_widget(self.tabs) self.main_area_container.add_widget(self.tabs)
self.grid.add_widget(self.main_area_container) self.grid.add_widget(self.main_area_container)
# bottom part # bottom part
bottom_layout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(40), spacing=5, padding=(5, 10)) bottom_layout = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
info_button = CommandButton(MDButtonText(text="Command:", halign="left"), manager=self, radius=5, info_button = Button(size=(dp(100), dp(30)), text="Command:", size_hint_x=None)
style="filled", size=(dp(100), dp(70)), size_hint_x=None, size_hint_y=None,
pos_hint={"center_y": 0.575})
info_button.bind(on_release=self.command_button_action) info_button.bind(on_release=self.command_button_action)
bottom_layout.add_widget(info_button) bottom_layout.add_widget(info_button)
self.textinput = CommandPromptTextInput(size_hint_y=None, multiline=False, write_tab=False) self.textinput = CommandPromptTextInput(size_hint_y=None, height=dp(30), multiline=False, write_tab=False)
self.textinput.bind(on_text_validate=self.on_message) self.textinput.bind(on_text_validate=self.on_message)
info_button.height = self.textinput.height
self.textinput.text_validate_unfocus = False self.textinput.text_validate_unfocus = False
bottom_layout.add_widget(self.textinput) bottom_layout.add_widget(self.textinput)
self.grid.add_widget(bottom_layout) self.grid.add_widget(bottom_layout)
@@ -924,43 +603,29 @@ class GameManager(ThemedApp):
self.server_connect_bar.focus = True self.server_connect_bar.focus = True
self.server_connect_bar.select_text(port_start if port_start > 0 else host_start, len(s)) self.server_connect_bar.select_text(port_start if port_start > 0 else host_start, len(s))
# Uncomment to enable the kivy live editor console
# Press Ctrl-E (with numlock/capslock) disabled to open
# from kivy.core.window import Window
# from kivy.modules import console
# console.create_console(Window, self.container)
return self.container return self.container
def add_client_tab(self, title: str, content: Widget, index: int = -1) -> Widget: def add_client_tab(self, title: str, content: Widget) -> Widget:
"""Adds a new tab to the client window with a given title, and provides a given Widget as its content. """Adds a new tab to the client window with a given title, and provides a given Widget as its content.
Returns the new tab widget, with the provided content being placed on the tab as content.""" Returns the new tab widget, with the provided content being placed on the tab as content."""
new_tab = MDTabsItem(MDTabsItemText(text=title)) new_tab = TabbedPanelItem(text=title)
new_tab.content = content new_tab.content = content
if -1 < index <= len(self.tabs.carousel.slides): self.tabs.add_widget(new_tab)
new_tab.bind(on_release=self.tabs.set_active_item)
new_tab._tabs = self.tabs
self.tabs.ids.container.add_widget(new_tab, index=index)
self.tabs.carousel.add_widget(new_tab.content, index=len(self.tabs.carousel.slides) - index)
else:
self.tabs.add_widget(new_tab)
self.tabs.carousel.add_widget(new_tab.content)
return new_tab return new_tab
def update_texts(self, dt): def update_texts(self, dt):
for slide in self.tabs.carousel.slides: if hasattr(self.tabs.content.children[0], "fix_heights"):
if hasattr(slide, "fix_heights"): self.tabs.content.children[0].fix_heights() # TODO: remove this when Kivy fixes this upstream
slide.fix_heights() # TODO: remove this when Kivy fixes this upstream
if self.ctx.server: if self.ctx.server:
self.title = self.base_title + " " + Utils.__version__ + \ self.title = self.base_title + " " + Utils.__version__ + \
f" | Connected to: {self.ctx.server_address} " \ f" | Connected to: {self.ctx.server_address} " \
f"{'.'.join(str(e) for e in self.ctx.server_version)}" f"{'.'.join(str(e) for e in self.ctx.server_version)}"
self.server_connect_button._button_text.text = "Disconnect" self.server_connect_button.text = "Disconnect"
self.server_connect_bar.readonly = True self.server_connect_bar.readonly = True
self.progressbar.max = len(self.ctx.checked_locations) + len(self.ctx.missing_locations) self.progressbar.max = len(self.ctx.checked_locations) + len(self.ctx.missing_locations)
self.progressbar.value = len(self.ctx.checked_locations) self.progressbar.value = len(self.ctx.checked_locations)
else: else:
self.server_connect_button._button_text.text = "Connect" self.server_connect_button.text = "Connect"
self.server_connect_bar.readonly = False self.server_connect_bar.readonly = False
self.title = self.base_title + " " + Utils.__version__ self.title = self.base_title + " " + Utils.__version__
self.progressbar.value = 0 self.progressbar.value = 0
@@ -1023,8 +688,8 @@ class GameManager(ThemedApp):
def enable_energy_link(self): def enable_energy_link(self):
if not hasattr(self, "energy_link_label"): if not hasattr(self, "energy_link_label"):
self.energy_link_label = MDLabel(text="Energy Link: Standby", self.energy_link_label = Label(text="Energy Link: Standby",
size_hint_x=None, width=150, halign="center") size_hint_x=None, width=150)
self.connect_layout.add_widget(self.energy_link_label) self.connect_layout.add_widget(self.energy_link_label)
def set_new_energy_link_value(self): def set_new_energy_link_value(self):
@@ -1033,7 +698,7 @@ class GameManager(ThemedApp):
def update_hints(self): def update_hints(self):
hints = self.ctx.stored_data.get(f"_read_hints_{self.ctx.team}_{self.ctx.slot}", []) hints = self.ctx.stored_data.get(f"_read_hints_{self.ctx.team}_{self.ctx.slot}", [])
self.hint_log.refresh_hints(hints) self.log_panels["Hints"].refresh_hints(hints)
# default F1 keybind, opens a settings menu, that seems to break the layout engine once closed # default F1 keybind, opens a settings menu, that seems to break the layout engine once closed
def open_settings(self, *largs): def open_settings(self, *largs):
@@ -1060,9 +725,8 @@ class LogtoUI(logging.Handler):
self.on_log(self.format(record)) self.on_log(self.format(record))
class UILog(MDRecycleView): class UILog(RecycleView):
messages: typing.ClassVar[int] # comes from kv file messages: typing.ClassVar[int] # comes from kv file
adaptive_height = True
def __init__(self, *loggers_to_handle, **kwargs): def __init__(self, *loggers_to_handle, **kwargs):
super(UILog, self).__init__(**kwargs) super(UILog, self).__init__(**kwargs)
@@ -1089,24 +753,6 @@ class UILog(MDRecycleView):
element.height = element.texture_size[1] element.height = element.texture_size[1]
class HintLayout(MDBoxLayout):
orientation = "vertical"
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
boxlayout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(40))
boxlayout.add_widget(MDLabel(text="New Hint:", size_hint_x=None, size_hint_y=None,
height=dp(40), width=dp(75), halign="center", valign="center"))
boxlayout.add_widget(AutocompleteHintInput())
self.add_widget(boxlayout)
def fix_heights(self):
for child in self.children:
fix_func = getattr(child, "fix_heights", None)
if fix_func:
fix_func()
status_names: typing.Dict[HintStatus, str] = { status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "Found", HintStatus.HINT_FOUND: "Found",
HintStatus.HINT_UNSPECIFIED: "Unspecified", HintStatus.HINT_UNSPECIFIED: "Unspecified",
@@ -1121,15 +767,9 @@ status_colors: typing.Dict[HintStatus, str] = {
HintStatus.HINT_AVOID: "salmon", HintStatus.HINT_AVOID: "salmon",
HintStatus.HINT_PRIORITY: "plum", 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(MDRecycleView):
class HintLog(RecycleView):
header = { header = {
"receiving": {"text": "[u]Receiving Player[/u]"}, "receiving": {"text": "[u]Receiving Player[/u]"},
"item": {"text": "[u]Item[/u]"}, "item": {"text": "[u]Item[/u]"},
@@ -1140,7 +780,7 @@ class HintLog(MDRecycleView):
"hint": {"receiving_player": -1, "location": -1, "finding_player": -1, "status": ""}}, "hint": {"receiving_player": -1, "location": -1, "finding_player": -1, "status": ""}},
"striped": True, "striped": True,
} }
data: list[typing.Any]
sort_key: str = "" sort_key: str = ""
reversed: bool = True reversed: bool = True
@@ -1153,7 +793,7 @@ class HintLog(MDRecycleView):
if not hints: # Fix the scrolling looking visually wrong in some edge cases if not hints: # Fix the scrolling looking visually wrong in some edge cases
self.scroll_y = 1.0 self.scroll_y = 1.0
data = [] data = []
ctx = MDApp.get_running_app().ctx ctx = App.get_running_app().ctx
for hint in hints: for hint in hints:
if not hint.get("status"): # Allows connecting to old servers if not hint.get("status"): # Allows connecting to old servers
hint["status"] = HintStatus.HINT_FOUND if hint["found"] else HintStatus.HINT_UNSPECIFIED hint["status"] = HintStatus.HINT_FOUND if hint["found"] else HintStatus.HINT_UNSPECIFIED
@@ -1203,7 +843,6 @@ class HintLog(MDRecycleView):
class ApAsyncImage(AsyncImage): class ApAsyncImage(AsyncImage):
def is_uri(self, filename: str) -> bool: def is_uri(self, filename: str) -> bool:
if filename.startswith("ap:"): if filename.startswith("ap:"):
return True return True
@@ -1218,8 +857,7 @@ class ImageLoaderPkgutil(ImageLoaderBase):
data = pkgutil.get_data(module, path) data = pkgutil.get_data(module, path)
return self._bytes_to_data(data) return self._bytes_to_data(data)
@staticmethod def _bytes_to_data(self, data: typing.Union[bytes, bytearray]) -> typing.List[ImageData]:
def _bytes_to_data(data: typing.Union[bytes, bytearray]) -> typing.List[ImageData]:
loader = next(loader for loader in ImageLoader.loaders if loader.can_load_memory()) loader = next(loader for loader in ImageLoader.loaders if loader.can_load_memory())
return loader.load(loader, io.BytesIO(data)) return loader.load(loader, io.BytesIO(data))
@@ -1249,23 +887,7 @@ class E(ExceptionHandler):
class KivyJSONtoTextParser(JSONtoTextParser): class KivyJSONtoTextParser(JSONtoTextParser):
# dummy class to absorb kvlang definitions # dummy class to absorb kvlang definitions
class TextColors(Widget): class TextColors(Widget):
white: str = StringProperty("FFFFFF") pass
black: str = StringProperty("000000")
red: str = StringProperty("EE0000")
green: str = StringProperty("00FF7F")
yellow: str = StringProperty("FAFAD2")
blue: str = StringProperty("6495ED")
magenta: str = StringProperty("EE00EE")
cyan: str = StringProperty("00EEEE")
slateblue: str = StringProperty("6D8BE8")
plum: str = StringProperty("AF99EF")
salmon: str = StringProperty("FA8072")
orange: str = StringProperty("FF7700")
# KivyMD parameters
theme_style: str = StringProperty("Dark")
primary_palette: str = StringProperty("Lightsteelblue")
dynamic_scheme_name: str = StringProperty("VIBRANT")
dynamic_scheme_contrast: int = NumericProperty(0)
def __init__(self, *args, **kwargs): def __init__(self, *args, **kwargs):
# we grab the color definitions from the .kv file, then overwrite the JSONtoTextParser default entries # we grab the color definitions from the .kv file, then overwrite the JSONtoTextParser default entries

View File

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

View File

@@ -1,17 +1,14 @@
colorama>=0.4.6 colorama>=0.4.6
websockets>=13.0.1,<14 websockets>=13.0.1,<14
PyYAML>=6.0.2 PyYAML>=6.0.2
jellyfish>=1.1.3 jellyfish>=1.1.0
jinja2>=3.1.6 jinja2>=3.1.4
schema>=0.7.7 schema>=0.7.7
kivy>=2.3.1 kivy>=2.3.0
bsdiff4>=1.2.6 bsdiff4>=1.2.4
platformdirs>=4.3.6 platformdirs>=4.2.2
certifi>=2025.4.26 certifi>=2024.8.30
cython>=3.0.12 cython>=3.0.11
cymem>=2.0.11 cymem>=2.0.8
orjson>=3.10.15 orjson>=3.10.7
typing_extensions>=4.12.2 typing_extensions>=4.12.2
pyshortcuts>=1.9.1
kivymd @ git+https://github.com/kivymd/KivyMD@5ff9d0d
kivymd>=2.0.1.dev0

View File

@@ -109,7 +109,7 @@ class Group:
def get_type_hints(cls) -> Dict[str, Any]: def get_type_hints(cls) -> Dict[str, Any]:
"""Returns resolved type hints for the class""" """Returns resolved type hints for the class"""
if cls._type_cache is None: 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 # non-str: assume already resolved
cls._type_cache = cls.__annotations__ cls._type_cache = cls.__annotations__
else: else:
@@ -270,20 +270,15 @@ class Group:
# fetch class to avoid going through getattr # fetch class to avoid going through getattr
cls = self.__class__ cls = self.__class__
type_hints = cls.get_type_hints() 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 # validate group
for name in cls.__annotations__.keys(): for name in cls.__annotations__.keys():
assert hasattr(cls, name), f"{cls}.{name} is missing a default value" assert hasattr(cls, name), f"{cls}.{name} is missing a default value"
# dump ordered members # dump ordered members
for name in entries: for name in self:
attr = cast(object, getattr(self, name)) attr = cast(object, getattr(self, name))
attr_cls = type_hints[name] if name in type_hints else attr.__class__ attr_cls = type_hints[name] if name in type_hints else attr.__class__
attr_cls_origin = typing.get_origin(attr_cls) attr_cls_origin = typing.get_origin(attr_cls)
# resolve to first type for doc string while attr_cls_origin is Union: # resolve to first type for doc string
while attr_cls_origin is Union or attr_cls_origin is types.UnionType:
attr_cls = typing.get_args(attr_cls)[0] attr_cls = typing.get_args(attr_cls)[0]
attr_cls_origin = typing.get_origin(attr_cls) attr_cls_origin = typing.get_origin(attr_cls)
if attr_cls.__doc__ and attr_cls.__module__ != "builtins": if attr_cls.__doc__ and attr_cls.__module__ != "builtins":
@@ -683,8 +678,6 @@ class GeneratorOptions(Group):
race: Race = Race(0) race: Race = Race(0)
plando_options: PlandoOptions = PlandoOptions("bosses, connections, texts") plando_options: PlandoOptions = PlandoOptions("bosses, connections, texts")
panic_method: PanicMethod = PanicMethod("swap") panic_method: PanicMethod = PanicMethod("swap")
loglevel: str = "info"
logtime: bool = False
class SNIOptions(Group): class SNIOptions(Group):
@@ -792,17 +785,7 @@ class Settings(Group):
if location: if location:
from Utils import parse_yaml from Utils import parse_yaml
with open(location, encoding="utf-8-sig") as f: with open(location, encoding="utf-8-sig") as f:
from yaml.error import MarkedYAMLError options = parse_yaml(f.read())
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
# TODO: detect if upgrade is required # TODO: detect if upgrade is required
# TODO: once we have a cache for _world_settings_name_cache, detect if any game section is missing # TODO: once we have a cache for _world_settings_name_cache, detect if any game section is missing
self.update(options or {}) self.update(options or {})

View File

@@ -19,7 +19,7 @@ from typing import Dict, Iterable, List, Optional, Sequence, Set, Tuple, Union
# This is a bit jank. We need cx-Freeze to be able to run anything from this script, so install it # This is a bit jank. We need cx-Freeze to be able to run anything from this script, so install it
requirement = 'cx-Freeze==8.0.0' requirement = 'cx-Freeze==7.2.0'
try: try:
import pkg_resources import pkg_resources
try: try:
@@ -72,6 +72,7 @@ non_apworlds: Set[str] = {
"Ocarina of Time", "Ocarina of Time",
"Overcooked! 2", "Overcooked! 2",
"Raft", "Raft",
"Slay the Spire",
"Sudoku", "Sudoku",
"Super Mario 64", "Super Mario 64",
"VVVVVV", "VVVVVV",
@@ -153,7 +154,7 @@ if os.path.exists("X:/pw.txt"):
with open("X:/pw.txt", encoding="utf-8-sig") as f: with open("X:/pw.txt", encoding="utf-8-sig") as f:
pw = f.read() pw = f.read()
signtool = r'signtool sign /f X:/_SITS_Zertifikat_.pfx /p "' + pw + \ signtool = r'signtool sign /f X:/_SITS_Zertifikat_.pfx /p "' + pw + \
r'" /fd sha256 /td sha256 /tr http://timestamp.digicert.com/ ' r'" /fd sha256 /tr http://timestamp.digicert.com/ '
else: else:
signtool = None signtool = None
@@ -628,13 +629,12 @@ cx_Freeze.setup(
ext_modules=cythonize("_speedups.pyx"), ext_modules=cythonize("_speedups.pyx"),
options={ options={
"build_exe": { "build_exe": {
"packages": ["worlds", "kivy", "cymem", "websockets", "kivymd"], "packages": ["worlds", "kivy", "cymem", "websockets"],
"includes": [], "includes": [],
"excludes": ["numpy", "Cython", "PySide2", "PIL", "excludes": ["numpy", "Cython", "PySide2", "PIL",
"pandas"], "pandas", "zstandard"],
"zip_includes": [],
"zip_include_packages": ["*"], "zip_include_packages": ["*"],
"zip_exclude_packages": ["worlds", "sc2", "kivymd"], "zip_exclude_packages": ["worlds", "sc2"],
"include_files": [], # broken in cx 6.14.0, we use more special sauce now "include_files": [], # broken in cx 6.14.0, we use more special sauce now
"include_msvcr": False, "include_msvcr": False,
"replace_paths": ["*."], "replace_paths": ["*."],

View File

@@ -18,15 +18,7 @@ def run_locations_benchmark():
class BenchmarkRunner: class BenchmarkRunner:
gen_steps: typing.Tuple[str, ...] = ( gen_steps: typing.Tuple[str, ...] = (
"generate_early", "generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
"create_regions",
"create_items",
"set_rules",
"connect_entrances",
"generate_basic",
"pre_fill",
)
rule_iterations: int = 100_000 rule_iterations: int = 100_000
if sys.version_info >= (3, 9): 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) project(ap-cpp-tests)
enable_testing() enable_testing()
@@ -7,8 +7,8 @@ find_package(GTest REQUIRED)
if (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC") if (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
add_definitions("/source-charset:utf-8") add_definitions("/source-charset:utf-8")
# set(CMAKE_CXX_FLAGS_DEBUG "/MDd") # this is the default set(CMAKE_CXX_FLAGS_DEBUG "/MTd")
# set(CMAKE_CXX_FLAGS_RELEASE "/MD") # this is the default set(CMAKE_CXX_FLAGS_RELEASE "/MT")
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "GNU") elseif (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
# enable static analysis for gcc # enable static analysis for gcc
add_compile_options(-fanalyzer -Werror) 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 import network_data_package
from worlds.AutoWorld import World, call_all from worlds.AutoWorld import World, call_all
gen_steps = ( gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
"generate_early",
"create_regions",
"create_items",
"set_rules",
"connect_entrances",
"generate_basic",
"pre_fill",
)
def setup_solo_multiworld( def setup_solo_multiworld(

View File

@@ -1,489 +0,0 @@
from typing import Callable
import unittest
from enum import IntEnum
from BaseClasses import Region, EntranceType, MultiWorld, Entrance
from entrance_rando import disconnect_entrance_for_randomization, randomize_entrances, EntranceRandomizationError, \
ERPlacementState, EntranceLookup, bake_target_group_lookup
from Options import Accessibility
from test.general import generate_test_multiworld, generate_locations, generate_items
from worlds.generic.Rules import set_rule
class ERTestGroups(IntEnum):
LEFT = 1
RIGHT = 2
TOP = 3
BOTTOM = 4
directionally_matched_group_lookup = {
ERTestGroups.LEFT: [ERTestGroups.RIGHT],
ERTestGroups.RIGHT: [ERTestGroups.LEFT],
ERTestGroups.TOP: [ERTestGroups.BOTTOM],
ERTestGroups.BOTTOM: [ERTestGroups.TOP]
}
def generate_entrance_pair(region: Region, name_suffix: str, group: int):
lx = region.create_exit(region.name + name_suffix)
lx.randomization_group = group
lx.randomization_type = EntranceType.TWO_WAY
le = region.create_er_target(region.name + name_suffix)
le.randomization_group = group
le.randomization_type = EntranceType.TWO_WAY
def generate_disconnected_region_grid(multiworld: MultiWorld, grid_side_length: int, region_size: int = 0,
region_creator: Callable[[str, int, MultiWorld], Region] = Region):
"""
Generates a grid-like region structure for ER testing, where menu is connected to the top-left region, and each
region "in vanilla" has 2 2-way exits going either down or to the right, until reaching the goal region in the
bottom right
"""
for row in range(grid_side_length):
for col in range(grid_side_length):
index = row * grid_side_length + col
name = f"region{index}"
region = region_creator(name, 1, multiworld)
multiworld.regions.append(region)
generate_locations(region_size, 1, region=region, tag=f"_{name}")
if row == 0 and col == 0:
multiworld.get_region("Menu", 1).connect(region)
if col != 0:
generate_entrance_pair(region, "_left", ERTestGroups.LEFT)
if col != grid_side_length - 1:
generate_entrance_pair(region, "_right", ERTestGroups.RIGHT)
if row != 0:
generate_entrance_pair(region, "_top", ERTestGroups.TOP)
if row != grid_side_length - 1:
generate_entrance_pair(region, "_bottom", ERTestGroups.BOTTOM)
class TestEntranceLookup(unittest.TestCase):
def test_shuffled_targets(self):
"""tests that get_targets shuffles targets between groups when requested"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region]
for entrance in er_targets:
lookup.add(entrance)
retrieved_targets = lookup.get_targets([ERTestGroups.TOP, ERTestGroups.BOTTOM],
False, False)
prev = None
group_order = [prev := group.randomization_group for group in retrieved_targets
if prev != group.randomization_group]
# technically possible that group order may not be shuffled, by some small chance, on some seeds. but generally
# a shuffled list should alternate more frequently which is the desired behavior here
self.assertGreater(len(group_order), 2)
def test_ordered_targets(self):
"""tests that get_targets does not shuffle targets between groups when requested"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region]
for entrance in er_targets:
lookup.add(entrance)
retrieved_targets = lookup.get_targets([ERTestGroups.TOP, ERTestGroups.BOTTOM],
False, True)
prev = None
group_order = [prev := group.randomization_group for group in retrieved_targets if prev != group.randomization_group]
self.assertEqual([ERTestGroups.TOP, ERTestGroups.BOTTOM], group_order)
def test_selective_dead_ends(self):
"""test that entrances that EntranceLookup has not been told to consider are ignored when finding dead-ends"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region
and ex.name != "region20_right" and ex.name != "region21_left"])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region and
entrance.name != "region20_right" and entrance.name != "region21_left"]
for entrance in er_targets:
lookup.add(entrance)
# region 20 is the bottom left corner of the grid, and therefore only has a right entrance from region 21
# and a top entrance from region 15; since we've told lookup to ignore the right entrance from region 21,
# the top entrance from region 15 should be considered a dead-end
dead_end_region = multiworld.get_region("region20", 1)
for dead_end in dead_end_region.entrances:
if dead_end.name == "region20_top":
break
# there should be only this one dead-end
self.assertTrue(dead_end in lookup.dead_ends)
self.assertEqual(len(lookup.dead_ends), 1)
class TestBakeTargetGroupLookup(unittest.TestCase):
def test_lookup_generation(self):
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
world = multiworld.worlds[1]
expected = {
ERTestGroups.LEFT: [-ERTestGroups.LEFT],
ERTestGroups.RIGHT: [-ERTestGroups.RIGHT],
ERTestGroups.TOP: [-ERTestGroups.TOP],
ERTestGroups.BOTTOM: [-ERTestGroups.BOTTOM]
}
actual = bake_target_group_lookup(world, lambda g: [-g])
self.assertEqual(expected, actual)
class TestDisconnectForRandomization(unittest.TestCase):
def test_disconnect_default_2way(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.TWO_WAY
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e)
self.assertIsNone(e.connected_region)
self.assertEqual([], r2.entrances)
self.assertEqual(1, len(r1.exits))
self.assertEqual(e, r1.exits[0])
self.assertEqual(1, len(r1.entrances))
self.assertIsNone(r1.entrances[0].parent_region)
self.assertEqual("e", r1.entrances[0].name)
self.assertEqual(EntranceType.TWO_WAY, r1.entrances[0].randomization_type)
self.assertEqual(1, r1.entrances[0].randomization_group)
def test_disconnect_default_1way(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e, one_way_target_name="foo")
self.assertIsNone(e.connected_region)
self.assertEqual([], r1.entrances)
self.assertEqual(1, len(r1.exits))
self.assertEqual(e, r1.exits[0])
self.assertEqual(1, len(r2.entrances))
self.assertIsNone(r2.entrances[0].parent_region)
self.assertEqual("foo", r2.entrances[0].name)
self.assertEqual(EntranceType.ONE_WAY, r2.entrances[0].randomization_type)
self.assertEqual(1, r2.entrances[0].randomization_group)
def test_disconnect_default_1way_no_vanilla_target_raises(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = 1
e.connect(r2)
with self.assertRaises(ValueError):
disconnect_entrance_for_randomization(e)
def test_disconnect_uses_alternate_group(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e, 2, "foo")
self.assertIsNone(e.connected_region)
self.assertEqual([], r1.entrances)
self.assertEqual(1, len(r1.exits))
self.assertEqual(e, r1.exits[0])
self.assertEqual(1, len(r2.entrances))
self.assertIsNone(r2.entrances[0].parent_region)
self.assertEqual("foo", r2.entrances[0].name)
self.assertEqual(EntranceType.ONE_WAY, r2.entrances[0].randomization_type)
self.assertEqual(2, r2.entrances[0].randomization_group)
class TestRandomizeEntrances(unittest.TestCase):
def test_determinism(self):
"""tests that the same output is produced for the same input"""
multiworld1 = generate_test_multiworld()
generate_disconnected_region_grid(multiworld1, 5)
multiworld2 = generate_test_multiworld()
generate_disconnected_region_grid(multiworld2, 5)
result1 = randomize_entrances(multiworld1.worlds[1], False, directionally_matched_group_lookup)
result2 = randomize_entrances(multiworld2.worlds[1], False, directionally_matched_group_lookup)
self.assertEqual(result1.pairings, result2.pairings)
for e1, e2 in zip(result1.placements, result2.placements):
self.assertEqual(e1.name, e2.name)
self.assertEqual(e1.parent_region.name, e1.parent_region.name)
self.assertEqual(e1.connected_region.name, e2.connected_region.name)
def test_all_entrances_placed(self):
"""tests that all entrances and exits were placed, all regions are connected, and no dangling edges exist"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
result = 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])
# 5x5 grid + menu
self.assertEqual(26, len(result.placed_regions))
self.assertEqual(80, len(result.pairings))
self.assertEqual(80, len(result.placements))
def test_coupled(self):
"""tests that in coupled mode, all 2 way transitions have an inverse"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
seen_placement_count = 0
def verify_coupled(_: ERPlacementState, placed_entrances: list[Entrance]):
nonlocal seen_placement_count
seen_placement_count += len(placed_entrances)
self.assertEqual(2, len(placed_entrances))
self.assertEqual(placed_entrances[0].parent_region, placed_entrances[1].connected_region)
self.assertEqual(placed_entrances[1].parent_region, placed_entrances[0].connected_region)
result = randomize_entrances(multiworld.worlds[1], True, directionally_matched_group_lookup,
on_connect=verify_coupled)
# if we didn't visit every placement the verification on_connect doesn't really mean much
self.assertEqual(len(result.placements), seen_placement_count)
def test_uncoupled_succeeds_stage1_indirect_condition(self):
multiworld = generate_test_multiworld()
menu = multiworld.get_region("Menu", 1)
generate_entrance_pair(menu, "_right", ERTestGroups.RIGHT)
end = Region("End", 1, multiworld)
multiworld.regions.append(end)
generate_entrance_pair(end, "_left", ERTestGroups.LEFT)
multiworld.register_indirect_condition(end, None)
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertSetEqual({
("Menu_right", "End_left"),
("End_left", "Menu_right")
}, set(result.pairings))
def test_coupled_succeeds_stage1_indirect_condition(self):
multiworld = generate_test_multiworld()
menu = multiworld.get_region("Menu", 1)
generate_entrance_pair(menu, "_right", ERTestGroups.RIGHT)
end = Region("End", 1, multiworld)
multiworld.regions.append(end)
generate_entrance_pair(end, "_left", ERTestGroups.LEFT)
multiworld.register_indirect_condition(end, None)
result = randomize_entrances(multiworld.worlds[1], True, directionally_matched_group_lookup)
self.assertSetEqual({
("Menu_right", "End_left"),
("End_left", "Menu_right")
}, set(result.pairings))
def test_uncoupled(self):
"""tests that in uncoupled mode, no transitions have an (intentional) inverse"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
seen_placement_count = 0
def verify_uncoupled(state: ERPlacementState, placed_entrances: list[Entrance]):
nonlocal seen_placement_count
seen_placement_count += len(placed_entrances)
self.assertEqual(1, len(placed_entrances))
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup,
on_connect=verify_uncoupled)
# if we didn't visit every placement the verification on_connect doesn't really mean much
self.assertEqual(len(result.placements), seen_placement_count)
def test_oneway_twoway_pairing(self):
"""tests that 1 ways are only paired to 1 ways and 2 ways are only paired to 2 ways"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
region26 = Region("region26", 1, multiworld)
multiworld.regions.append(region26)
for index, region in enumerate(["region4", "region20", "region24"]):
x = multiworld.get_region(region, 1).create_exit(f"{region}_bottom_1way")
x.randomization_type = EntranceType.ONE_WAY
x.randomization_group = ERTestGroups.BOTTOM
e = region26.create_er_target(f"region26_top_1way{index}")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = ERTestGroups.TOP
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
for exit_name, entrance_name in result.pairings:
# we have labeled our entrances in such a way that all the 1 way entrances have 1way in the name,
# so test for that since the ER target will have been discarded
if "1way" in exit_name:
self.assertIn("1way", entrance_name)
def test_group_constraints_satisfied(self):
"""tests that all grouping constraints are satisfied"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
for exit_name, entrance_name in result.pairings:
# we have labeled our entrances in such a way that all the entrances contain their group in the name
# so test for that since the ER target will have been discarded
if "top" in exit_name:
self.assertIn("bottom", entrance_name)
if "bottom" in exit_name:
self.assertIn("top", entrance_name)
if "left" in exit_name:
self.assertIn("right", entrance_name)
if "right" in exit_name:
self.assertIn("left", entrance_name)
def test_minimal_entrance_rando(self):
"""tests that entrance randomization can complete with minimal accessibility and unreachable exits"""
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)
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_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)
region = Region("region4", 1, multiworld)
multiworld.regions.append(region)
generate_entrance_pair(multiworld.get_region("region0", 1), "_right2", ERTestGroups.RIGHT)
generate_entrance_pair(region, "_left", ERTestGroups.LEFT)
blocked_exits = ["region1_left", "region1_bottom",
"region2_top", "region2_right",
"region3_left", "region3_top"]
for exit_name in blocked_exits:
blocked_exit = multiworld.get_entrance(exit_name, 1)
blocked_exit.access_rule = lambda state: state.can_reach_region("region4", 1)
multiworld.register_indirect_condition(region, blocked_exit)
result = randomize_entrances(multiworld.worlds[1], True, directionally_matched_group_lookup)
# verifying that we did in fact place region3 adjacent to region0 to unblock all the other connections
# (and implicitly, that ER didn't fail)
self.assertTrue(("region0_right", "region4_left") in result.pairings
or ("region0_right2", "region4_left") in result.pairings)
def test_fails_when_mismatched_entrance_and_exit_count(self):
"""tests that entrance randomization fast-fails if the input exit and entrance count do not match"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
multiworld.get_region("region1", 1).create_exit("extra")
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)
def test_fails_when_some_unreachable_exit(self):
"""tests that entrance randomization fails if an exit is never reachable (non-minimal accessibility)"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)
def test_fails_when_some_unconnectable_exit(self):
"""tests that entrance randomization fails if an exit can't be made into a valid placement (non-minimal)"""
class CustomEntrance(Entrance):
def can_connect_to(self, other: Entrance, dead_end: bool, er_state: "ERPlacementState") -> bool:
if other.name == "region1_right":
return False
class CustomRegion(Region):
entrance_type = CustomEntrance
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5, region_creator=CustomRegion)
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)
def test_minimal_er_fails_when_not_enough_locations_to_fit_progression(self):
"""
tests that entrance randomization fails in minimal accessibility if there are not enough locations
available to place all progression items locally
"""
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(30, 1, True)
multiworld.itempool += prog_items
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)

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

View File

@@ -47,39 +47,13 @@ class TestIDs(unittest.TestCase):
"""Test that a game doesn't have item id overlap within its own datapackage""" """Test that a game doesn't have item id overlap within its own datapackage"""
for gamename, world_type in AutoWorldRegister.world_types.items(): for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename): with self.subTest(game=gamename):
len_item_id_to_name = len(world_type.item_id_to_name) self.assertEqual(len(world_type.item_id_to_name), len(world_type.item_name_to_id))
len_item_name_to_id = len(world_type.item_name_to_id)
if len_item_id_to_name != len_item_name_to_id:
self.assertCountEqual(
world_type.item_id_to_name.values(),
world_type.item_name_to_id.keys(),
"\nThese items have overlapping ids with other items in its own world")
self.assertCountEqual(
world_type.item_id_to_name.keys(),
world_type.item_name_to_id.values(),
"\nThese items have overlapping names with other items in its own world")
self.assertEqual(len_item_id_to_name, len_item_name_to_id)
def test_duplicate_location_ids(self): def test_duplicate_location_ids(self):
"""Test that a game doesn't have location id overlap within its own datapackage""" """Test that a game doesn't have location id overlap within its own datapackage"""
for gamename, world_type in AutoWorldRegister.world_types.items(): for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename): with self.subTest(game=gamename):
len_location_id_to_name = len(world_type.location_id_to_name) self.assertEqual(len(world_type.location_id_to_name), len(world_type.location_name_to_id))
len_location_name_to_id = len(world_type.location_name_to_id)
if len_location_id_to_name != len_location_name_to_id:
self.assertCountEqual(
world_type.location_id_to_name.values(),
world_type.location_name_to_id.keys(),
"\nThese locations have overlapping ids with other locations in its own world")
self.assertCountEqual(
world_type.location_id_to_name.keys(),
world_type.location_name_to_id.values(),
"\nThese locations have overlapping names with other locations in its own world")
self.assertEqual(len_location_id_to_name, len_location_name_to_id)
def test_postgen_datapackage(self): def test_postgen_datapackage(self):
"""Generates a solo multiworld and checks that the datapackage is still valid""" """Generates a solo multiworld and checks that the datapackage is still valid"""

View File

@@ -39,7 +39,7 @@ class TestImplemented(unittest.TestCase):
"""Tests that if a world creates slot data, it's json serializable.""" """Tests that if a world creates slot data, it's json serializable."""
for game_name, world_type in AutoWorldRegister.world_types.items(): for game_name, world_type in AutoWorldRegister.world_types.items():
# has an await for generate_output which isn't being called # 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 continue
multiworld = setup_solo_multiworld(world_type) multiworld = setup_solo_multiworld(world_type)
with self.subTest(game=game_name, seed=multiworld.seed): with self.subTest(game=game_name, seed=multiworld.seed):
@@ -52,77 +52,3 @@ class TestImplemented(unittest.TestCase):
def test_no_failed_world_loads(self): def test_no_failed_world_loads(self):
if failed_world_loads: if failed_world_loads:
self.fail(f"The following worlds failed to load: {failed_world_loads}") self.fail(f"The following worlds failed to load: {failed_world_loads}")
def test_explicit_indirect_conditions_spheres(self):
"""Tests that worlds using explicit indirect conditions produce identical spheres as when using implicit
indirect conditions"""
# Because the iteration order of blocked_connections in CollectionState.update_reachable_regions() is
# nondeterministic, this test may sometimes pass with the same seed even when there are missing indirect
# conditions.
for game_name, world_type in AutoWorldRegister.world_types.items():
multiworld = setup_solo_multiworld(world_type)
world = multiworld.get_game_worlds(game_name)[0]
if not world.explicit_indirect_conditions:
# The world does not use explicit indirect conditions, so it can be skipped.
continue
# The world may override explicit_indirect_conditions as a property that cannot be set, so try modifying it.
try:
world.explicit_indirect_conditions = False
world.explicit_indirect_conditions = True
except Exception:
# Could not modify the attribute, so skip this world.
with self.subTest(game=game_name, skipped="world.explicit_indirect_conditions could not be set"):
continue
with self.subTest(game=game_name, seed=multiworld.seed):
distribute_items_restrictive(multiworld)
call_all(multiworld, "post_fill")
# Note: `multiworld.get_spheres()` iterates a set of locations, so the order that locations are checked
# is nondeterministic and may vary between runs with the same seed.
explicit_spheres = list(multiworld.get_spheres())
# Disable explicit indirect conditions and produce a second list of spheres.
world.explicit_indirect_conditions = False
implicit_spheres = list(multiworld.get_spheres())
# Both lists should be identical.
if explicit_spheres == implicit_spheres:
# Test passed.
continue
# Find the first sphere that was different and provide a useful failure message.
zipped = zip(explicit_spheres, implicit_spheres)
for sphere_num, (sphere_explicit, sphere_implicit) in enumerate(zipped, start=1):
# Each sphere created with explicit indirect conditions should be identical to the sphere created
# with implicit indirect conditions.
if sphere_explicit != sphere_implicit:
reachable_only_with_implicit = sorted(sphere_implicit - sphere_explicit)
if reachable_only_with_implicit:
locations_and_parents = [(loc, loc.parent_region) for loc in reachable_only_with_implicit]
self.fail(f"Sphere {sphere_num} created with explicit indirect conditions did not contain"
f" the same locations as sphere {sphere_num} created with implicit indirect"
f" conditions. There may be missing indirect conditions for connections to the"
f" locations' parent regions or connections from other regions which connect to"
f" these regions."
f"\nLocations that should have been reachable in sphere {sphere_num} and their"
f" parent regions:"
f"\n{locations_and_parents}")
else:
# Some locations were only present in the sphere created with explicit indirect conditions.
# This should not happen because missing indirect conditions should only reduce
# accessibility, not increase accessibility.
reachable_only_with_explicit = sorted(sphere_explicit - sphere_implicit)
self.fail(f"Sphere {sphere_num} created with explicit indirect conditions contained more"
f" locations than sphere {sphere_num} created with implicit indirect conditions."
f" This should not happen."
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

@@ -1,11 +1,6 @@
import unittest import unittest
from argparse import Namespace
from typing import Type
from BaseClasses import CollectionState, MultiWorld from worlds.AutoWorld import AutoWorldRegister, call_all
from Fill import distribute_items_restrictive
from Options import ItemLinks
from worlds.AutoWorld import AutoWorldRegister, World, call_all
from . import setup_solo_multiworld from . import setup_solo_multiworld
@@ -13,31 +8,12 @@ class TestBase(unittest.TestCase):
def test_create_item(self): def test_create_item(self):
"""Test that a world can successfully create all items in its datapackage""" """Test that a world can successfully create all items in its datapackage"""
for game_name, world_type in AutoWorldRegister.world_types.items(): 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 = setup_solo_multiworld(world_type, ()).worlds[1]
proxy_world = multiworld.worlds[1]
for item_name in world_type.item_name_to_id: 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): with self.subTest("Create Item", item_name=item_name, game_name=game_name):
item = proxy_world.create_item(item_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) 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): def test_item_name_group_has_valid_item(self):
"""Test that all item name groups contain valid items. """ """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. # This cannot test for Event names that you may have declared for logic, only sendable Items.
@@ -87,52 +63,11 @@ class TestBase(unittest.TestCase):
multiworld = setup_solo_multiworld(world_type) multiworld = setup_solo_multiworld(world_type)
for item in multiworld.itempool: for item in multiworld.itempool:
self.assertIn(item.name, world_type.item_name_to_id) self.assertIn(item.name, world_type.item_name_to_id)
def test_item_links(self) -> None:
"""
Tests item link creation by creating a multiworld of 2 worlds for every game and linking their items together.
"""
def setup_link_multiworld(world: Type[World], link_replace: bool) -> None:
multiworld = MultiWorld(2)
multiworld.game = {1: world.game, 2: world.game}
multiworld.player_name = {1: "Linker 1", 2: "Linker 2"}
multiworld.set_seed()
item_link_group = [{
"name": "ItemLinkTest",
"item_pool": ["Everything"],
"link_replacement": link_replace,
"replacement_item": None,
}]
args = Namespace()
for name, option in world.options_dataclass.type_hints.items():
setattr(args, name, {1: option.from_any(option.default), 2: option.from_any(option.default)})
setattr(args, "item_links",
{1: ItemLinks.from_any(item_link_group), 2: ItemLinks.from_any(item_link_group)})
multiworld.set_options(args)
multiworld.set_item_links()
# groups get added to state during its constructor so this has to be after item links are set
multiworld.state = CollectionState(multiworld)
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "connect_entrances", "generate_basic")
for step in gen_steps:
call_all(multiworld, step)
# link the items together and attempt to fill
multiworld.link_items()
multiworld._all_state = None
call_all(multiworld, "pre_fill")
distribute_items_restrictive(multiworld)
call_all(multiworld, "post_fill")
self.assertTrue(multiworld.can_beat_game(CollectionState(multiworld)), f"seed = {multiworld.seed}")
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Can generate with link replacement", game=game_name):
setup_link_multiworld(world_type, True)
with self.subTest("Can generate without link replacement", game=game_name):
setup_link_multiworld(world_type, False)
def test_itempool_not_modified(self): def test_itempool_not_modified(self):
"""Test that worlds don't modify the itempool after `create_items`""" """Test that worlds don't modify the itempool after `create_items`"""
gen_steps = ("generate_early", "create_regions", "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") excluded_games = ("Links Awakening DX", "Ocarina of Time", "SMZ3")
worlds_to_test = {game: world worlds_to_test = {game: world
for game, world in AutoWorldRegister.world_types.items() if game not in excluded_games} for game, world in AutoWorldRegister.world_types.items() if game not in excluded_games}
@@ -149,7 +84,7 @@ class TestBase(unittest.TestCase):
def test_locality_not_modified(self): def test_locality_not_modified(self):
"""Test that worlds don't modify the locality of items after duplicates are resolved""" """Test that worlds don't modify the locality of items after duplicates are resolved"""
gen_steps = ("generate_early", "create_regions", "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")
worlds_to_test = {game: world for game, world in AutoWorldRegister.world_types.items()} worlds_to_test = {game: world for game, world in AutoWorldRegister.world_types.items()}
for game_name, world_type in worlds_to_test.items(): for game_name, world_type in worlds_to_test.items():
with self.subTest("Game", game=game_name): 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()), self.assertEqual(location_count, len(multiworld.get_locations()),
f"{game_name} modified locations count during rule creation") 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") call_all(multiworld, "generate_basic")
self.assertEqual(region_count, len(multiworld.get_regions()), self.assertEqual(region_count, len(multiworld.get_regions()),
f"{game_name} modified region count during generate_basic") f"{game_name} modified region count during generate_basic")

View File

@@ -1,21 +1,16 @@
import unittest import unittest
from BaseClasses import MultiWorld
from worlds.AutoWorld import AutoWorldRegister from worlds.AutoWorld import AutoWorldRegister
from . import setup_solo_multiworld from . import setup_solo_multiworld
class TestWorldMemory(unittest.TestCase): 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.""" """Tests that worlds don't leak references to MultiWorld or themselves with default options."""
import gc import gc
import weakref import weakref
refs: dict[str, weakref.ReferenceType[MultiWorld]] = {}
for game_name, world_type in AutoWorldRegister.world_types.items(): 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)) weak = weakref.ref(setup_solo_multiworld(world_type))
refs[game_name] = weak gc.collect()
gc.collect()
for game_name, weak in refs.items():
with self.subTest("Game cleanup", game_name=game_name):
self.assertFalse(weak(), "World leaked a reference") self.assertFalse(weak(), "World leaked a reference")

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