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Author SHA1 Message Date
Exempt-Medic
9592af1285 Revert "Stardew Valley: Move and Rework Monstersanity Tests (#4911)"
This reverts commit 984df75f83.
2025-05-22 10:35:50 -04:00
181 changed files with 7775 additions and 3689 deletions

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@@ -6,8 +6,6 @@ on:
permissions:
contents: read
pull-requests: write
env:
GH_REPO: ${{ github.repository }}
jobs:
labeler:

7
.gitignore vendored
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@@ -56,6 +56,7 @@ success.txt
output/
Output Logs/
/factorio/
/Minecraft Forge Server/
/WebHostLib/static/generated
/freeze_requirements.txt
/Archipelago.zip
@@ -183,6 +184,12 @@ _speedups.c
_speedups.cpp
_speedups.html
# minecraft server stuff
jdk*/
minecraft*/
minecraft_versions.json
!worlds/minecraft/
# pyenv
.python-version

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@@ -11,7 +11,6 @@ from typing import List
import Utils
from settings import get_settings
from NetUtils import ClientStatus
from Utils import async_start
from CommonClient import CommonContext, server_loop, gui_enabled, ClientCommandProcessor, logger, \
@@ -81,8 +80,8 @@ class AdventureContext(CommonContext):
self.local_item_locations = {}
self.dragon_speed_info = {}
options = get_settings().adventure_options
self.display_msgs = options.display_msgs
options = Utils.get_settings()
self.display_msgs = options["adventure_options"]["display_msgs"]
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
@@ -103,7 +102,7 @@ class AdventureContext(CommonContext):
def on_package(self, cmd: str, args: dict):
if cmd == 'Connected':
self.locations_array = None
if get_settings().adventure_options.as_dict().get("death_link", False):
if Utils.get_settings()["adventure_options"].get("death_link", False):
self.set_deathlink = True
async_start(self.get_freeincarnates_used())
elif cmd == "RoomInfo":
@@ -416,9 +415,8 @@ async def atari_sync_task(ctx: AdventureContext):
async def run_game(romfile):
options = get_settings().adventure_options
auto_start = options.rom_start
rom_args = options.rom_args
auto_start = Utils.get_settings()["adventure_options"].get("rom_start", True)
rom_args = Utils.get_settings()["adventure_options"].get("rom_args")
if auto_start is True:
import webbrowser
webbrowser.open(romfile)

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@@ -439,7 +439,7 @@ class MultiWorld():
return self.regions.location_cache[player][location_name]
def get_all_state(self, use_cache: bool, allow_partial_entrances: bool = False,
collect_pre_fill_items: bool = True, perform_sweep: bool = True) -> CollectionState:
collect_pre_fill_items: bool = True) -> CollectionState:
cached = getattr(self, "_all_state", None)
if use_cache and cached:
return cached.copy()
@@ -453,8 +453,7 @@ class MultiWorld():
subworld = self.worlds[player]
for item in subworld.get_pre_fill_items():
subworld.collect(ret, item)
if perform_sweep:
ret.sweep_for_advancements()
ret.sweep_for_advancements()
if use_cache:
self._all_state = ret
@@ -559,9 +558,7 @@ class MultiWorld():
else:
return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
def can_beat_game(self,
starting_state: Optional[CollectionState] = None,
locations: Optional[Iterable[Location]] = None) -> bool:
def can_beat_game(self, starting_state: Optional[CollectionState] = None) -> bool:
if starting_state:
if self.has_beaten_game(starting_state):
return True
@@ -570,9 +567,7 @@ class MultiWorld():
state = CollectionState(self)
if self.has_beaten_game(state):
return True
base_locations = self.get_locations() if locations is None else locations
prog_locations = {location for location in base_locations if location.item
prog_locations = {location for location in self.get_locations() if location.item
and location.item.advancement and location not in state.locations_checked}
while prog_locations:
@@ -1337,8 +1332,8 @@ class Region:
Connects current region to regions in exit dictionary. Passed region names must exist first.
:param exits: exits from the region. format is {"connecting_region": "exit_name"}. if a non dict is provided,
created entrances will be named "self.name -> connecting_region"
:param rules: rules for the exits from this region. format is {"connecting_region": rule}
created entrances will be named "self.name -> connecting_region"
:param rules: rules for the exits from this region. format is {"connecting_region", rule}
"""
if not isinstance(exits, Dict):
exits = dict.fromkeys(exits)
@@ -1607,19 +1602,21 @@ class Spoiler:
# in the second phase, we cull each sphere such that the game is still beatable,
# reducing each range of influence to the bare minimum required inside it
required_locations = {location for sphere in collection_spheres for location in sphere}
restore_later: Dict[Location, Item] = {}
for num, sphere in reversed(tuple(enumerate(collection_spheres))):
to_delete: Set[Location] = set()
for location in sphere:
# we remove the location from required_locations to sweep from, and check if the game is still beatable
# we remove the item at location and check if game is still beatable
logging.debug('Checking if %s (Player %d) is required to beat the game.', location.item.name,
location.item.player)
required_locations.remove(location)
if multiworld.can_beat_game(state_cache[num], required_locations):
old_item = location.item
location.item = None
if multiworld.can_beat_game(state_cache[num]):
to_delete.add(location)
restore_later[location] = old_item
else:
# still required, got to keep it around
required_locations.add(location)
location.item = old_item
# cull entries in spheres for spoiler walkthrough at end
sphere -= to_delete
@@ -1636,7 +1633,7 @@ class Spoiler:
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
precollected_items.remove(item)
multiworld.state.remove(item)
if not multiworld.can_beat_game(multiworld.state, required_locations):
if not multiworld.can_beat_game():
# Add the item back into `precollected_items` and collect it into `multiworld.state`.
multiworld.push_precollected(item)
else:
@@ -1678,6 +1675,9 @@ class Spoiler:
self.create_paths(state, collection_spheres)
# repair the multiworld again
for location, item in restore_later.items():
location.item = item
for item in removed_precollected:
multiworld.push_precollected(item)

View File

@@ -266,71 +266,38 @@ class CommonContext:
last_death_link: float = time.time() # last send/received death link on AP layer
# remaining type info
slot_info: dict[int, NetworkSlot]
"""Slot Info from the server for the current connection"""
server_address: str | None
"""Autoconnect address provided by the ctx constructor"""
password: str | None
"""Password used for Connecting, expected by server_auth"""
hint_cost: int | None
"""Current Hint Cost per Hint from the server"""
hint_points: int | None
"""Current avaliable Hint Points from the server"""
player_names: dict[int, str]
"""Current lookup of slot number to player display name from server (includes aliases)"""
slot_info: typing.Dict[int, NetworkSlot]
server_address: typing.Optional[str]
password: typing.Optional[str]
hint_cost: typing.Optional[int]
hint_points: typing.Optional[int]
player_names: typing.Dict[int, str]
finished_game: bool
"""
Bool to signal that status should be updated to Goal after reconnecting
to be used to ensure that a StatusUpdate packet does not get lost when disconnected
"""
ready: bool
"""Bool to keep track of state for the /ready command"""
team: int | None
"""Team number of currently connected slot"""
slot: int | None
"""Slot number of currently connected slot"""
auth: str | None
"""Name used in Connect packet"""
seed_name: str | None
"""Seed name that will be validated on opening a socket if present"""
team: typing.Optional[int]
slot: typing.Optional[int]
auth: typing.Optional[str]
seed_name: typing.Optional[str]
# locations
locations_checked: set[int]
"""
Local container of location ids checked to signal that LocationChecks should be resent after reconnecting
to be used to ensure that a LocationChecks packet does not get lost when disconnected
"""
locations_scouted: set[int]
"""
Local container of location ids scouted to signal that LocationScouts should be resent after reconnecting
to be used to ensure that a LocationScouts packet does not get lost when disconnected
"""
items_received: list[NetworkItem]
"""List of NetworkItems recieved from the server"""
missing_locations: set[int]
"""Container of Locations that are unchecked per server state"""
checked_locations: set[int]
"""Container of Locations that are checked per server state"""
server_locations: set[int]
"""Container of Locations that exist per server state; a combination between missing and checked locations"""
locations_info: dict[int, NetworkItem]
"""Dict of location id: NetworkItem info from LocationScouts request"""
locations_checked: typing.Set[int] # local state
locations_scouted: typing.Set[int]
items_received: typing.List[NetworkItem]
missing_locations: typing.Set[int] # server state
checked_locations: typing.Set[int] # server state
server_locations: typing.Set[int] # all locations the server knows of, missing_location | checked_locations
locations_info: typing.Dict[int, NetworkItem]
# data storage
stored_data: dict[str, typing.Any]
"""
Data Storage values by key that were retrieved from the server
any keys subscribed to with SetNotify will be kept up to date
"""
stored_data_notification_keys: set[str]
"""Current container of watched Data Storage keys, managed by ctx.set_notify"""
stored_data: typing.Dict[str, typing.Any]
stored_data_notification_keys: typing.Set[str]
# internals
# current message box through kvui
_messagebox: typing.Optional["kvui.MessageBox"] = None
"""Current message box through kvui"""
# message box reporting a loss of connection
_messagebox_connection_loss: typing.Optional["kvui.MessageBox"] = None
"""Message box reporting a loss of connection"""
def __init__(self, server_address: typing.Optional[str] = None, password: typing.Optional[str] = None) -> None:
# server state

267
FF1Client.py Normal file
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@@ -0,0 +1,267 @@
import asyncio
import copy
import json
import time
from asyncio import StreamReader, StreamWriter
from typing import List
import Utils
from Utils import async_start
from CommonClient import CommonContext, server_loop, gui_enabled, ClientCommandProcessor, logger, \
get_base_parser
SYSTEM_MESSAGE_ID = 0
CONNECTION_TIMING_OUT_STATUS = "Connection timing out. Please restart your emulator, then restart connector_ff1.lua"
CONNECTION_REFUSED_STATUS = "Connection Refused. Please start your emulator and make sure connector_ff1.lua is running"
CONNECTION_RESET_STATUS = "Connection was reset. Please restart your emulator, then restart connector_ff1.lua"
CONNECTION_TENTATIVE_STATUS = "Initial Connection Made"
CONNECTION_CONNECTED_STATUS = "Connected"
CONNECTION_INITIAL_STATUS = "Connection has not been initiated"
DISPLAY_MSGS = True
class FF1CommandProcessor(ClientCommandProcessor):
def __init__(self, ctx: CommonContext):
super().__init__(ctx)
def _cmd_nes(self):
"""Check NES Connection State"""
if isinstance(self.ctx, FF1Context):
logger.info(f"NES Status: {self.ctx.nes_status}")
def _cmd_toggle_msgs(self):
"""Toggle displaying messages in EmuHawk"""
global DISPLAY_MSGS
DISPLAY_MSGS = not DISPLAY_MSGS
logger.info(f"Messages are now {'enabled' if DISPLAY_MSGS else 'disabled'}")
class FF1Context(CommonContext):
command_processor = FF1CommandProcessor
game = 'Final Fantasy'
items_handling = 0b111 # full remote
def __init__(self, server_address, password):
super().__init__(server_address, password)
self.nes_streams: (StreamReader, StreamWriter) = None
self.nes_sync_task = None
self.messages = {}
self.locations_array = None
self.nes_status = CONNECTION_INITIAL_STATUS
self.awaiting_rom = False
self.display_msgs = True
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(FF1Context, self).server_auth(password_requested)
if not self.auth:
self.awaiting_rom = True
logger.info('Awaiting connection to NES to get Player information')
return
await self.send_connect()
def _set_message(self, msg: str, msg_id: int):
if DISPLAY_MSGS:
self.messages[time.time(), msg_id] = msg
def on_package(self, cmd: str, args: dict):
if cmd == 'Connected':
async_start(parse_locations(self.locations_array, self, True))
elif cmd == 'Print':
msg = args['text']
if ': !' not in msg:
self._set_message(msg, SYSTEM_MESSAGE_ID)
def on_print_json(self, args: dict):
if self.ui:
self.ui.print_json(copy.deepcopy(args["data"]))
else:
text = self.jsontotextparser(copy.deepcopy(args["data"]))
logger.info(text)
relevant = args.get("type", None) in {"Hint", "ItemSend"}
if relevant:
item = args["item"]
# goes to this world
if self.slot_concerns_self(args["receiving"]):
relevant = True
# found in this world
elif self.slot_concerns_self(item.player):
relevant = True
# not related
else:
relevant = False
if relevant:
item = args["item"]
msg = self.raw_text_parser(copy.deepcopy(args["data"]))
self._set_message(msg, item.item)
def run_gui(self):
from kvui import GameManager
class FF1Manager(GameManager):
logging_pairs = [
("Client", "Archipelago")
]
base_title = "Archipelago Final Fantasy 1 Client"
self.ui = FF1Manager(self)
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
def get_payload(ctx: FF1Context):
current_time = time.time()
return json.dumps(
{
"items": [item.item for item in ctx.items_received],
"messages": {f'{key[0]}:{key[1]}': value for key, value in ctx.messages.items()
if key[0] > current_time - 10}
}
)
async def parse_locations(locations_array: List[int], ctx: FF1Context, force: bool):
if locations_array == ctx.locations_array and not force:
return
else:
# print("New values")
ctx.locations_array = locations_array
locations_checked = []
if len(locations_array) > 0xFE and locations_array[0xFE] & 0x02 != 0 and not ctx.finished_game:
await ctx.send_msgs([
{"cmd": "StatusUpdate",
"status": 30}
])
ctx.finished_game = True
for location in ctx.missing_locations:
# index will be - 0x100 or 0x200
index = location
if location < 0x200:
# Location is a chest
index -= 0x100
flag = 0x04
else:
# Location is an NPC
index -= 0x200
flag = 0x02
# print(f"Location: {ctx.location_names[location]}")
# print(f"Index: {str(hex(index))}")
# print(f"value: {locations_array[index] & flag != 0}")
if locations_array[index] & flag != 0:
locations_checked.append(location)
if locations_checked:
# print([ctx.location_names[location] for location in locations_checked])
await ctx.send_msgs([
{"cmd": "LocationChecks",
"locations": locations_checked}
])
async def nes_sync_task(ctx: FF1Context):
logger.info("Starting nes connector. Use /nes for status information")
while not ctx.exit_event.is_set():
error_status = None
if ctx.nes_streams:
(reader, writer) = ctx.nes_streams
msg = get_payload(ctx).encode()
writer.write(msg)
writer.write(b'\n')
try:
await asyncio.wait_for(writer.drain(), timeout=1.5)
try:
# Data will return a dict with up to two fields:
# 1. A keepalive response of the Players Name (always)
# 2. An array representing the memory values of the locations area (if in game)
data = await asyncio.wait_for(reader.readline(), timeout=5)
data_decoded = json.loads(data.decode())
# print(data_decoded)
if ctx.game is not None and 'locations' in data_decoded:
# Not just a keep alive ping, parse
async_start(parse_locations(data_decoded['locations'], ctx, False))
if not ctx.auth:
ctx.auth = ''.join([chr(i) for i in data_decoded['playerName'] if i != 0])
if ctx.auth == '':
logger.info("Invalid ROM detected. No player name built into the ROM. Please regenerate"
"the ROM using the same link but adding your slot name")
if ctx.awaiting_rom:
await ctx.server_auth(False)
except asyncio.TimeoutError:
logger.debug("Read Timed Out, Reconnecting")
error_status = CONNECTION_TIMING_OUT_STATUS
writer.close()
ctx.nes_streams = None
except ConnectionResetError as e:
logger.debug("Read failed due to Connection Lost, Reconnecting")
error_status = CONNECTION_RESET_STATUS
writer.close()
ctx.nes_streams = None
except TimeoutError:
logger.debug("Connection Timed Out, Reconnecting")
error_status = CONNECTION_TIMING_OUT_STATUS
writer.close()
ctx.nes_streams = None
except ConnectionResetError:
logger.debug("Connection Lost, Reconnecting")
error_status = CONNECTION_RESET_STATUS
writer.close()
ctx.nes_streams = None
if ctx.nes_status == CONNECTION_TENTATIVE_STATUS:
if not error_status:
logger.info("Successfully Connected to NES")
ctx.nes_status = CONNECTION_CONNECTED_STATUS
else:
ctx.nes_status = f"Was tentatively connected but error occured: {error_status}"
elif error_status:
ctx.nes_status = error_status
logger.info("Lost connection to nes and attempting to reconnect. Use /nes for status updates")
else:
try:
logger.debug("Attempting to connect to NES")
ctx.nes_streams = await asyncio.wait_for(asyncio.open_connection("localhost", 52980), timeout=10)
ctx.nes_status = CONNECTION_TENTATIVE_STATUS
except TimeoutError:
logger.debug("Connection Timed Out, Trying Again")
ctx.nes_status = CONNECTION_TIMING_OUT_STATUS
continue
except ConnectionRefusedError:
logger.debug("Connection Refused, Trying Again")
ctx.nes_status = CONNECTION_REFUSED_STATUS
continue
if __name__ == '__main__':
# Text Mode to use !hint and such with games that have no text entry
Utils.init_logging("FF1Client")
options = Utils.get_options()
DISPLAY_MSGS = options["ffr_options"]["display_msgs"]
async def main(args):
ctx = FF1Context(args.connect, args.password)
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
if gui_enabled:
ctx.run_gui()
ctx.run_cli()
ctx.nes_sync_task = asyncio.create_task(nes_sync_task(ctx), name="NES Sync")
await ctx.exit_event.wait()
ctx.server_address = None
await ctx.shutdown()
if ctx.nes_sync_task:
await ctx.nes_sync_task
import colorama
parser = get_base_parser()
args = parser.parse_args()
colorama.just_fix_windows_console()
asyncio.run(main(args))
colorama.deinit()

11
Fill.py
View File

@@ -890,7 +890,7 @@ def parse_planned_blocks(multiworld: MultiWorld) -> dict[int, list[PlandoItemBlo
worlds = set()
for listed_world in target_world:
if listed_world not in world_name_lookup:
failed(f"Cannot place item to {listed_world}'s world as that world does not exist.",
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
block.force)
continue
worlds.add(world_name_lookup[listed_world])
@@ -923,9 +923,9 @@ def parse_planned_blocks(multiworld: MultiWorld) -> dict[int, list[PlandoItemBlo
if isinstance(locations, str):
locations = [locations]
locations_from_groups: list[str] = []
resolved_locations: list[Location] = []
for target_player in worlds:
locations_from_groups: list[str] = []
world_locations = multiworld.get_unfilled_locations(target_player)
for group in multiworld.worlds[target_player].location_name_groups:
if group in locations:
@@ -937,16 +937,13 @@ def parse_planned_blocks(multiworld: MultiWorld) -> dict[int, list[PlandoItemBlo
count = block.count
if not count:
count = (min(len(new_block.items), len(new_block.resolved_locations))
if new_block.resolved_locations else len(new_block.items))
count = len(new_block.items)
if isinstance(count, int):
count = {"min": count, "max": count}
if "min" not in count:
count["min"] = 0
if "max" not in count:
count["max"] = (min(len(new_block.items), len(new_block.resolved_locations))
if new_block.resolved_locations else len(new_block.items))
count["max"] = len(new_block.items)
new_block.count = count
plando_blocks[player].append(new_block)

View File

@@ -11,7 +11,6 @@ Additional components can be added to worlds.LauncherComponents.components.
import argparse
import logging
import multiprocessing
import os
import shlex
import subprocess
import sys
@@ -42,17 +41,13 @@ def open_host_yaml():
if is_linux:
exe = which('sensible-editor') or which('gedit') or \
which('xdg-open') or which('gnome-open') or which('kde-open')
subprocess.Popen([exe, file])
elif is_macos:
exe = which("open")
subprocess.Popen([exe, file])
else:
webbrowser.open(file)
return
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
subprocess.Popen([exe, file], env=env)
def open_patch():
suffixes = []
@@ -97,11 +92,7 @@ def open_folder(folder_path):
return
if exe:
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
subprocess.Popen([exe, folder_path], env=env)
subprocess.Popen([exe, folder_path])
else:
logging.warning(f"No file browser available to open {folder_path}")
@@ -113,48 +104,45 @@ def update_settings():
components.extend([
# Functions
Component("Open host.yaml", func=open_host_yaml,
description="Open the host.yaml file to change settings for generation, games, and more."),
Component("Open Patch", func=open_patch,
description="Open a patch file, downloaded from the room page or provided by the host."),
Component("Generate Template Options", func=generate_yamls,
description="Generate template YAMLs for currently installed games."),
Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/"),
description="Open archipelago.gg in your browser."),
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2"),
description="Join the Discord server to play public multiworlds, report issues, or just chat!"),
Component("Open host.yaml", func=open_host_yaml),
Component("Open Patch", func=open_patch),
Component("Generate Template Options", func=generate_yamls),
Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/")),
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2")),
Component("Unrated/18+ Discord Server", icon="discord",
func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4"),
description="Find unrated and 18+ games in the After Dark Discord server."),
Component("Browse Files", func=browse_files,
description="Open the Archipelago installation folder in your file browser."),
func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("Browse Files", func=browse_files),
])
def handle_uri(path: str) -> tuple[list[Component], Component]:
def handle_uri(path: str, launch_args: tuple[str, ...]) -> None:
url = urllib.parse.urlparse(path)
queries = urllib.parse.parse_qs(url.query)
client_components = []
launch_args = (path, *launch_args)
client_component = []
text_client_component = None
game = queries["game"][0]
for component in components:
if component.supports_uri and component.game_name == game:
client_components.append(component)
client_component.append(component)
elif component.display_name == "Text Client":
text_client_component = component
return client_components, text_client_component
def build_uri_popup(component_list: list[Component], launch_args: tuple[str, ...]) -> None:
from kvui import ButtonsPrompt
component_options = {
component.display_name: component for component in component_list
}
popup = ButtonsPrompt("Connect to Multiworld",
"Select client to open and connect with.",
lambda component_name: run_component(component_options[component_name], *launch_args),
*component_options.keys())
popup.open()
if not client_component:
run_component(text_client_component, *launch_args)
return
else:
from kvui import ButtonsPrompt
component_options = {
text_client_component.display_name: text_client_component,
**{component.display_name: component for component in client_component}
}
popup = ButtonsPrompt("Connect to Multiworld",
"Select client to open and connect with.",
lambda component_name: run_component(component_options[component_name], *launch_args),
*component_options.keys())
popup.open()
def identify(path: None | str) -> tuple[None | str, None | Component]:
@@ -196,8 +184,7 @@ def get_exe(component: str | Component) -> Sequence[str] | None:
def launch(exe, in_terminal=False):
if in_terminal:
if is_windows:
# intentionally using a window title with a space so it gets quoted and treated as a title
subprocess.Popen(["start", "Running Archipelago", *exe], shell=True)
subprocess.Popen(['start', *exe], shell=True)
return
elif is_linux:
terminal = which('x-terminal-emulator') or which('gnome-terminal') or which('xterm')
@@ -225,7 +212,7 @@ def create_shortcut(button: Any, component: Component) -> None:
refresh_components: Callable[[], None] | None = None
def run_gui(launch_components: list[Component], args: Any) -> None:
def run_gui(path: str, args: Any) -> None:
from kvui import (ThemedApp, MDFloatLayout, MDGridLayout, ScrollBox)
from kivy.properties import ObjectProperty
from kivy.core.window import Window
@@ -258,12 +245,12 @@ def run_gui(launch_components: list[Component], args: Any) -> None:
cards: list[LauncherCard]
current_filter: Sequence[str | Type] | None
def __init__(self, ctx=None, components=None, args=None):
def __init__(self, ctx=None, path=None, args=None):
self.title = self.base_title + " " + Utils.__version__
self.ctx = ctx
self.icon = r"data/icon.png"
self.favorites = []
self.launch_components = components
self.launch_uri = path
self.launch_args = args
self.cards = []
self.current_filter = (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
@@ -385,9 +372,9 @@ def run_gui(launch_components: list[Component], args: Any) -> None:
return self.top_screen
def on_start(self):
if self.launch_components:
build_uri_popup(self.launch_components, self.launch_args)
self.launch_components = None
if self.launch_uri:
handle_uri(self.launch_uri, self.launch_args)
self.launch_uri = None
self.launch_args = None
@staticmethod
@@ -405,7 +392,7 @@ def run_gui(launch_components: list[Component], args: Any) -> None:
if file and component:
run_component(component, file)
else:
logging.warning(f"unable to identify component for {filename}")
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.
@@ -428,7 +415,7 @@ def run_gui(launch_components: list[Component], args: Any) -> None:
for filter in self.current_filter))
super().on_stop()
Launcher(components=launch_components, args=args).run()
Launcher(path=path, args=args).run()
# avoiding Launcher reference leak
# and don't try to do something with widgets after window closed
@@ -455,15 +442,7 @@ def main(args: argparse.Namespace | dict | None = None):
path = args.get("Patch|Game|Component|url", None)
if path is not None:
if path.startswith("archipelago://"):
args["args"] = (path, *args.get("args", ()))
# add the url arg to the passthrough args
components, text_client_component = handle_uri(path)
if not components:
args["component"] = text_client_component
else:
args['launch_components'] = [text_client_component, *components]
else:
if not path.startswith("archipelago://"):
file, component = identify(path)
if file:
args['file'] = file
@@ -479,7 +458,7 @@ def main(args: argparse.Namespace | dict | None = None):
elif "component" in args:
run_component(args["component"], *args["args"])
elif not args["update_settings"]:
run_gui(args.get("launch_components", None), args.get("args", ()))
run_gui(path, args.get("args", ()))
if __name__ == '__main__':

View File

@@ -290,9 +290,12 @@ async def gba_sync_task(ctx: MMBN3Context):
async def run_game(romfile):
from worlds.mmbn3 import MMBN3World
auto_start = MMBN3World.settings.rom_start
if auto_start is True:
options = Utils.get_options().get("mmbn3_options", None)
if options is None:
auto_start = True
else:
auto_start = options.get("rom_start", True)
if auto_start:
import webbrowser
webbrowser.open(romfile)
elif os.path.isfile(auto_start):

347
MinecraftClient.py Normal file
View File

@@ -0,0 +1,347 @@
import argparse
import json
import os
import sys
import re
import atexit
import shutil
from subprocess import Popen
from shutil import copyfile
from time import strftime
import logging
import requests
import Utils
from Utils import is_windows
from settings import get_settings
atexit.register(input, "Press enter to exit.")
# 1 or more digits followed by m or g, then optional b
max_heap_re = re.compile(r"^\d+[mMgG][bB]?$")
def prompt_yes_no(prompt):
yes_inputs = {'yes', 'ye', 'y'}
no_inputs = {'no', 'n'}
while True:
choice = input(prompt + " [y/n] ").lower()
if choice in yes_inputs:
return True
elif choice in no_inputs:
return False
else:
print('Please respond with "y" or "n".')
def find_ap_randomizer_jar(forge_dir):
"""Create mods folder if needed; find AP randomizer jar; return None if not found."""
mods_dir = os.path.join(forge_dir, 'mods')
if os.path.isdir(mods_dir):
for entry in os.scandir(mods_dir):
if entry.name.startswith("aprandomizer") and entry.name.endswith(".jar"):
logging.info(f"Found AP randomizer mod: {entry.name}")
return entry.name
return None
else:
os.mkdir(mods_dir)
logging.info(f"Created mods folder in {forge_dir}")
return None
def replace_apmc_files(forge_dir, apmc_file):
"""Create APData folder if needed; clean .apmc files from APData; copy given .apmc into directory."""
if apmc_file is None:
return
apdata_dir = os.path.join(forge_dir, 'APData')
copy_apmc = True
if not os.path.isdir(apdata_dir):
os.mkdir(apdata_dir)
logging.info(f"Created APData folder in {forge_dir}")
for entry in os.scandir(apdata_dir):
if entry.name.endswith(".apmc") and entry.is_file():
if not os.path.samefile(apmc_file, entry.path):
os.remove(entry.path)
logging.info(f"Removed {entry.name} in {apdata_dir}")
else: # apmc already in apdata
copy_apmc = False
if copy_apmc:
copyfile(apmc_file, os.path.join(apdata_dir, os.path.basename(apmc_file)))
logging.info(f"Copied {os.path.basename(apmc_file)} to {apdata_dir}")
def read_apmc_file(apmc_file):
from base64 import b64decode
with open(apmc_file, 'r') as f:
return json.loads(b64decode(f.read()))
def update_mod(forge_dir, url: str):
"""Check mod version, download new mod from GitHub releases page if needed. """
ap_randomizer = find_ap_randomizer_jar(forge_dir)
os.path.basename(url)
if ap_randomizer is not None:
logging.info(f"Your current mod is {ap_randomizer}.")
else:
logging.info(f"You do not have the AP randomizer mod installed.")
if ap_randomizer != os.path.basename(url):
logging.info(f"A new release of the Minecraft AP randomizer mod was found: "
f"{os.path.basename(url)}")
if prompt_yes_no("Would you like to update?"):
old_ap_mod = os.path.join(forge_dir, 'mods', ap_randomizer) if ap_randomizer is not None else None
new_ap_mod = os.path.join(forge_dir, 'mods', os.path.basename(url))
logging.info("Downloading AP randomizer mod. This may take a moment...")
apmod_resp = requests.get(url)
if apmod_resp.status_code == 200:
with open(new_ap_mod, 'wb') as f:
f.write(apmod_resp.content)
logging.info(f"Wrote new mod file to {new_ap_mod}")
if old_ap_mod is not None:
os.remove(old_ap_mod)
logging.info(f"Removed old mod file from {old_ap_mod}")
else:
logging.error(f"Error retrieving the randomizer mod (status code {apmod_resp.status_code}).")
logging.error(f"Please report this issue on the Archipelago Discord server.")
sys.exit(1)
def check_eula(forge_dir):
"""Check if the EULA is agreed to, and prompt the user to read and agree if necessary."""
eula_path = os.path.join(forge_dir, "eula.txt")
if not os.path.isfile(eula_path):
# Create eula.txt
with open(eula_path, 'w') as f:
f.write("#By changing the setting below to TRUE you are indicating your agreement to our EULA (https://account.mojang.com/documents/minecraft_eula).\n")
f.write(f"#{strftime('%a %b %d %X %Z %Y')}\n")
f.write("eula=false\n")
with open(eula_path, 'r+') as f:
text = f.read()
if 'false' in text:
# Prompt user to agree to the EULA
logging.info("You need to agree to the Minecraft EULA in order to run the server.")
logging.info("The EULA can be found at https://account.mojang.com/documents/minecraft_eula")
if prompt_yes_no("Do you agree to the EULA?"):
f.seek(0)
f.write(text.replace('false', 'true'))
f.truncate()
logging.info(f"Set {eula_path} to true")
else:
sys.exit(0)
def find_jdk_dir(version: str) -> str:
"""get the specified versions jdk directory"""
for entry in os.listdir():
if os.path.isdir(entry) and entry.startswith(f"jdk{version}"):
return os.path.abspath(entry)
def find_jdk(version: str) -> str:
"""get the java exe location"""
if is_windows:
jdk = find_jdk_dir(version)
jdk_exe = os.path.join(jdk, "bin", "java.exe")
if os.path.isfile(jdk_exe):
return jdk_exe
else:
jdk_exe = shutil.which(options.java)
if not jdk_exe:
jdk_exe = shutil.which("java") # try to fall back to system java
if not jdk_exe:
raise Exception("Could not find Java. Is Java installed on the system?")
return jdk_exe
def download_java(java: str):
"""Download Corretto (Amazon JDK)"""
jdk = find_jdk_dir(java)
if jdk is not None:
print(f"Removing old JDK...")
from shutil import rmtree
rmtree(jdk)
print(f"Downloading Java...")
jdk_url = f"https://corretto.aws/downloads/latest/amazon-corretto-{java}-x64-windows-jdk.zip"
resp = requests.get(jdk_url)
if resp.status_code == 200: # OK
print(f"Extracting...")
import zipfile
from io import BytesIO
with zipfile.ZipFile(BytesIO(resp.content)) as zf:
zf.extractall()
else:
print(f"Error downloading Java (status code {resp.status_code}).")
print(f"If this was not expected, please report this issue on the Archipelago Discord server.")
if not prompt_yes_no("Continue anyways?"):
sys.exit(0)
def install_forge(directory: str, forge_version: str, java_version: str):
"""download and install forge"""
java_exe = find_jdk(java_version)
if java_exe is not None:
print(f"Downloading Forge {forge_version}...")
forge_url = f"https://maven.minecraftforge.net/net/minecraftforge/forge/{forge_version}/forge-{forge_version}-installer.jar"
resp = requests.get(forge_url)
if resp.status_code == 200: # OK
forge_install_jar = os.path.join(directory, "forge_install.jar")
if not os.path.exists(directory):
os.mkdir(directory)
with open(forge_install_jar, 'wb') as f:
f.write(resp.content)
print(f"Installing Forge...")
install_process = Popen([java_exe, "-jar", forge_install_jar, "--installServer", directory])
install_process.wait()
os.remove(forge_install_jar)
def run_forge_server(forge_dir: str, java_version: str, heap_arg: str) -> Popen:
"""Run the Forge server."""
java_exe = find_jdk(java_version)
if not os.path.isfile(java_exe):
java_exe = "java" # try to fall back on java in the PATH
heap_arg = max_heap_re.match(heap_arg).group()
if heap_arg[-1] in ['b', 'B']:
heap_arg = heap_arg[:-1]
heap_arg = "-Xmx" + heap_arg
os_args = "win_args.txt" if is_windows else "unix_args.txt"
args_file = os.path.join(forge_dir, "libraries", "net", "minecraftforge", "forge", forge_version, os_args)
forge_args = []
with open(args_file) as argfile:
for line in argfile:
forge_args.extend(line.strip().split(" "))
args = [java_exe, heap_arg, *forge_args, "-nogui"]
logging.info(f"Running Forge server: {args}")
os.chdir(forge_dir)
return Popen(args)
def get_minecraft_versions(version, release_channel="release"):
version_file_endpoint = "https://raw.githubusercontent.com/KonoTyran/Minecraft_AP_Randomizer/master/versions/minecraft_versions.json"
resp = requests.get(version_file_endpoint)
local = False
if resp.status_code == 200: # OK
try:
data = resp.json()
except requests.exceptions.JSONDecodeError:
logging.warning(f"Unable to fetch version update file, using local version. (status code {resp.status_code}).")
local = True
else:
logging.warning(f"Unable to fetch version update file, using local version. (status code {resp.status_code}).")
local = True
if local:
with open(Utils.user_path("minecraft_versions.json"), 'r') as f:
data = json.load(f)
else:
with open(Utils.user_path("minecraft_versions.json"), 'w') as f:
json.dump(data, f)
try:
if version:
return next(filter(lambda entry: entry["version"] == version, data[release_channel]))
else:
return resp.json()[release_channel][0]
except (StopIteration, KeyError):
logging.error(f"No compatible mod version found for client version {version} on \"{release_channel}\" channel.")
if release_channel != "release":
logging.error("Consider switching \"release_channel\" to \"release\" in your Host.yaml file")
else:
logging.error("No suitable mod found on the \"release\" channel. Please Contact us on discord to report this error.")
sys.exit(0)
def is_correct_forge(forge_dir) -> bool:
if os.path.isdir(os.path.join(forge_dir, "libraries", "net", "minecraftforge", "forge", forge_version)):
return True
return False
if __name__ == '__main__':
Utils.init_logging("MinecraftClient")
parser = argparse.ArgumentParser()
parser.add_argument("apmc_file", default=None, nargs='?', help="Path to an Archipelago Minecraft data file (.apmc)")
parser.add_argument('--install', '-i', dest='install', default=False, action='store_true',
help="Download and install Java and the Forge server. Does not launch the client afterwards.")
parser.add_argument('--release_channel', '-r', dest="channel", type=str, action='store',
help="Specify release channel to use.")
parser.add_argument('--java', '-j', metavar='17', dest='java', type=str, default=False, action='store',
help="specify java version.")
parser.add_argument('--forge', '-f', metavar='1.18.2-40.1.0', dest='forge', type=str, default=False, action='store',
help="specify forge version. (Minecraft Version-Forge Version)")
parser.add_argument('--version', '-v', metavar='9', dest='data_version', type=int, action='store',
help="specify Mod data version to download.")
args = parser.parse_args()
apmc_file = os.path.abspath(args.apmc_file) if args.apmc_file else None
# Change to executable's working directory
os.chdir(os.path.abspath(os.path.dirname(sys.argv[0])))
options = get_settings().minecraft_options
channel = args.channel or options.release_channel
apmc_data = None
data_version = args.data_version or None
if apmc_file is None and not args.install:
apmc_file = Utils.open_filename('Select APMC file', (('APMC File', ('.apmc',)),))
if apmc_file is not None and data_version is None:
apmc_data = read_apmc_file(apmc_file)
data_version = apmc_data.get('client_version', '')
versions = get_minecraft_versions(data_version, channel)
forge_dir = options.forge_directory
max_heap = options.max_heap_size
forge_version = args.forge or versions["forge"]
java_version = args.java or versions["java"]
mod_url = versions["url"]
java_dir = find_jdk_dir(java_version)
if args.install:
if is_windows:
print("Installing Java")
download_java(java_version)
if not is_correct_forge(forge_dir):
print("Installing Minecraft Forge")
install_forge(forge_dir, forge_version, java_version)
else:
print("Correct Forge version already found, skipping install.")
sys.exit(0)
if apmc_data is None:
raise FileNotFoundError(f"APMC file does not exist or is inaccessible at the given location ({apmc_file})")
if is_windows:
if java_dir is None or not os.path.isdir(java_dir):
if prompt_yes_no("Did not find java directory. Download and install java now?"):
download_java(java_version)
java_dir = find_jdk_dir(java_version)
if java_dir is None or not os.path.isdir(java_dir):
raise NotADirectoryError(f"Path {java_dir} does not exist or could not be accessed.")
if not is_correct_forge(forge_dir):
if prompt_yes_no(f"Did not find forge version {forge_version} download and install it now?"):
install_forge(forge_dir, forge_version, java_version)
if not os.path.isdir(forge_dir):
raise NotADirectoryError(f"Path {forge_dir} does not exist or could not be accessed.")
if not max_heap_re.match(max_heap):
raise Exception(f"Max heap size {max_heap} in incorrect format. Use a number followed by M or G, e.g. 512M or 2G.")
update_mod(forge_dir, mod_url)
replace_apmc_files(forge_dir, apmc_file)
check_eula(forge_dir)
server_process = run_forge_server(forge_dir, java_version, max_heap)
server_process.wait()

View File

@@ -458,12 +458,8 @@ class Context:
self.generator_version = Version(*decoded_obj["version"])
clients_ver = decoded_obj["minimum_versions"].get("clients", {})
self.minimum_client_versions = {}
if self.generator_version < Version(0, 6, 2):
min_version = Version(0, 1, 6)
else:
min_version = min_client_version
for player, version in clients_ver.items():
self.minimum_client_versions[player] = max(Version(*version), min_version)
self.minimum_client_versions[player] = max(Version(*version), min_client_version)
self.slot_info = decoded_obj["slot_info"]
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}

View File

@@ -1524,11 +1524,9 @@ class PlandoItems(Option[typing.List[PlandoItem]]):
f"dictionary, not {type(items)}")
locations = item.get("locations", [])
if not locations:
locations = item.get("location", [])
locations = item.get("location", ["Everywhere"])
if locations:
count = 1
else:
locations = ["Everywhere"]
if isinstance(locations, str):
locations = [locations]
if not isinstance(locations, list):

View File

@@ -7,6 +7,7 @@ Currently, the following games are supported:
* The Legend of Zelda: A Link to the Past
* Factorio
* Minecraft
* Subnautica
* Risk of Rain 2
* The Legend of Zelda: Ocarina of Time
@@ -81,7 +82,6 @@ Currently, the following games are supported:
* The Legend of Zelda: The Wind Waker
* Jak and Daxter: The Precursor Legacy
* Super Mario Land 2: 6 Golden Coins
* shapez
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

View File

@@ -166,10 +166,6 @@ def home_path(*path: str) -> str:
os.symlink(home_path.cached_path, legacy_home_path)
else:
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
elif sys.platform == 'darwin':
import platformdirs
home_path.cached_path = platformdirs.user_data_dir("Archipelago", False)
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
else:
# not implemented
home_path.cached_path = local_path() # this will generate the same exceptions we got previously
@@ -181,7 +177,7 @@ def user_path(*path: str) -> str:
"""Returns either local_path or home_path based on write permissions."""
if hasattr(user_path, "cached_path"):
pass
elif os.access(local_path(), os.W_OK) and not (is_macos and is_frozen()):
elif os.access(local_path(), os.W_OK):
user_path.cached_path = local_path()
else:
user_path.cached_path = home_path()
@@ -230,12 +226,7 @@ def open_file(filename: typing.Union[str, "pathlib.Path"]) -> None:
from shutil import which
open_command = which("open") if is_macos else (which("xdg-open") or which("gnome-open") or which("kde-open"))
assert open_command, "Didn't find program for open_file! Please report this together with system details."
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
subprocess.call([open_command, filename], env=env)
subprocess.call([open_command, filename])
# from https://gist.github.com/pypt/94d747fe5180851196eb#gistcomment-4015118 with some changes
@@ -441,6 +432,9 @@ class RestrictedUnpickler(pickle.Unpickler):
def find_class(self, module: str, name: str) -> type:
if module == "builtins" and name in safe_builtins:
return getattr(builtins, name)
# used by OptionCounter
if module == "collections" and name == "Counter":
return collections.Counter
# used by MultiServer -> savegame/multidata
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint",
"SlotType", "NetworkSlot", "HintStatus"}:
@@ -714,30 +708,25 @@ def _mp_open_filename(res: "multiprocessing.Queue[typing.Optional[str]]", *args:
res.put(open_filename(*args))
def _run_for_stdout(*args: str):
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
return subprocess.run(args, capture_output=True, text=True, env=env).stdout.split("\n", 1)[0] or None
def open_filename(title: str, filetypes: typing.Iterable[typing.Tuple[str, typing.Iterable[str]]], suggest: str = "") \
-> typing.Optional[str]:
logging.info(f"Opening file input dialog for {title}.")
def run(*args: str):
return subprocess.run(args, capture_output=True, text=True).stdout.split("\n", 1)[0] or None
if is_linux:
# prefer native dialog
from shutil import which
kdialog = which("kdialog")
if kdialog:
k_filters = '|'.join((f'{text} (*{" *".join(ext)})' for (text, ext) in filetypes))
return _run_for_stdout(kdialog, f"--title={title}", "--getopenfilename", suggest or ".", k_filters)
return run(kdialog, f"--title={title}", "--getopenfilename", suggest or ".", k_filters)
zenity = which("zenity")
if zenity:
z_filters = (f'--file-filter={text} ({", ".join(ext)}) | *{" *".join(ext)}' for (text, ext) in filetypes)
selection = (f"--filename={suggest}",) if suggest else ()
return _run_for_stdout(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
return run(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
# fall back to tk
try:
@@ -771,18 +760,21 @@ def _mp_open_directory(res: "multiprocessing.Queue[typing.Optional[str]]", *args
def open_directory(title: str, suggest: str = "") -> typing.Optional[str]:
def run(*args: str):
return subprocess.run(args, capture_output=True, text=True).stdout.split("\n", 1)[0] or None
if is_linux:
# prefer native dialog
from shutil import which
kdialog = which("kdialog")
if kdialog:
return _run_for_stdout(kdialog, f"--title={title}", "--getexistingdirectory",
return run(kdialog, f"--title={title}", "--getexistingdirectory",
os.path.abspath(suggest) if suggest else ".")
zenity = which("zenity")
if zenity:
z_filters = ("--directory",)
selection = (f"--filename={os.path.abspath(suggest)}/",) if suggest else ()
return _run_for_stdout(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
return run(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
# fall back to tk
try:
@@ -809,6 +801,9 @@ def open_directory(title: str, suggest: str = "") -> typing.Optional[str]:
def messagebox(title: str, text: str, error: bool = False) -> None:
def run(*args: str):
return subprocess.run(args, capture_output=True, text=True).stdout.split("\n", 1)[0] or None
if is_kivy_running():
from kvui import MessageBox
MessageBox(title, text, error).open()
@@ -819,10 +814,10 @@ def messagebox(title: str, text: str, error: bool = False) -> None:
from shutil import which
kdialog = which("kdialog")
if kdialog:
return _run_for_stdout(kdialog, f"--title={title}", "--error" if error else "--msgbox", text)
return run(kdialog, f"--title={title}", "--error" if error else "--msgbox", text)
zenity = which("zenity")
if zenity:
return _run_for_stdout(zenity, f"--title={title}", f"--text={text}", "--error" if error else "--info")
return run(zenity, f"--title={title}", f"--text={text}", "--error" if error else "--info")
elif is_windows:
import ctypes

View File

@@ -61,7 +61,12 @@ def download_slot_file(room_id, player_id: int):
else:
import io
if slot_data.game == "Factorio":
if slot_data.game == "Minecraft":
from worlds.minecraft import mc_update_output
fname = f"AP_{app.jinja_env.filters['suuid'](room_id)}_P{slot_data.player_id}_{slot_data.player_name}.apmc"
data = mc_update_output(slot_data.data, server=app.config['HOST_ADDRESS'], port=room.last_port)
return send_file(io.BytesIO(data), as_attachment=True, download_name=fname)
elif slot_data.game == "Factorio":
with zipfile.ZipFile(io.BytesIO(slot_data.data)) as zf:
for name in zf.namelist():
if name.endswith("info.json"):

View File

@@ -1,4 +1,4 @@
flask>=3.1.1
flask>=3.1.0
werkzeug>=3.1.3
pony>=0.7.19
waitress>=3.0.2

View File

@@ -0,0 +1,49 @@
window.addEventListener('load', () => {
// Reload tracker every 15 seconds
const url = window.location;
setInterval(() => {
const ajax = new XMLHttpRequest();
ajax.onreadystatechange = () => {
if (ajax.readyState !== 4) { return; }
// Create a fake DOM using the returned HTML
const domParser = new DOMParser();
const fakeDOM = domParser.parseFromString(ajax.responseText, 'text/html');
// Update item tracker
document.getElementById('inventory-table').innerHTML = fakeDOM.getElementById('inventory-table').innerHTML;
// Update only counters in the location-table
let counters = document.getElementsByClassName('counter');
const fakeCounters = fakeDOM.getElementsByClassName('counter');
for (let i = 0; i < counters.length; i++) {
counters[i].innerHTML = fakeCounters[i].innerHTML;
}
};
ajax.open('GET', url);
ajax.send();
}, 15000)
// Collapsible advancement sections
const categories = document.getElementsByClassName("location-category");
for (let i = 0; i < categories.length; i++) {
let hide_id = categories[i].id.split('-')[0];
if (hide_id == 'Total') {
continue;
}
categories[i].addEventListener('click', function() {
// Toggle the advancement list
document.getElementById(hide_id).classList.toggle("hide");
// Change text of the header
const tab_header = document.getElementById(hide_id+'-header').children[0];
const orig_text = tab_header.innerHTML;
let new_text;
if (orig_text.includes("▼")) {
new_text = orig_text.replace("▼", "▲");
}
else {
new_text = orig_text.replace("▲", "▼");
}
tab_header.innerHTML = new_text;
});
}
});

View File

@@ -0,0 +1,102 @@
#player-tracker-wrapper{
margin: 0;
}
#inventory-table{
border-top: 2px solid #000000;
border-left: 2px solid #000000;
border-right: 2px solid #000000;
border-top-left-radius: 4px;
border-top-right-radius: 4px;
padding: 3px 3px 10px;
width: 384px;
background-color: #42b149;
}
#inventory-table td{
width: 40px;
height: 40px;
text-align: center;
vertical-align: middle;
}
#inventory-table img{
height: 100%;
max-width: 40px;
max-height: 40px;
filter: grayscale(100%) contrast(75%) brightness(30%);
}
#inventory-table img.acquired{
filter: none;
}
#inventory-table div.counted-item {
position: relative;
}
#inventory-table div.item-count {
position: absolute;
color: white;
font-family: "Minecraftia", monospace;
font-weight: bold;
bottom: 0;
right: 0;
}
#location-table{
width: 384px;
border-left: 2px solid #000000;
border-right: 2px solid #000000;
border-bottom: 2px solid #000000;
border-bottom-left-radius: 4px;
border-bottom-right-radius: 4px;
background-color: #42b149;
padding: 0 3px 3px;
font-family: "Minecraftia", monospace;
font-size: 14px;
cursor: default;
}
#location-table th{
vertical-align: middle;
text-align: left;
padding-right: 10px;
}
#location-table td{
padding-top: 2px;
padding-bottom: 2px;
line-height: 20px;
}
#location-table td.counter {
text-align: right;
font-size: 14px;
}
#location-table td.toggle-arrow {
text-align: right;
}
#location-table tr#Total-header {
font-weight: bold;
}
#location-table img{
height: 100%;
max-width: 30px;
max-height: 30px;
}
#location-table tbody.locations {
font-size: 12px;
}
#location-table td.location-name {
padding-left: 16px;
}
.hide {
display: none;
}

View File

@@ -26,7 +26,10 @@
<td>{{ patch.game }}</td>
<td>
{% if patch.data %}
{% if patch.game == "VVVVVV" and room.seed.slots|length == 1 %}
{% if patch.game == "Minecraft" %}
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
Download APMC File...</a>
{% elif patch.game == "VVVVVV" and room.seed.slots|length == 1 %}
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
Download APV6 File...</a>
{% elif patch.game == "Super Mario 64" and room.seed.slots|length == 1 %}

View File

@@ -0,0 +1,84 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/minecraftTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/minecraftTracker.js') }}"></script>
<link rel="stylesheet" media="screen" href="https://fontlibrary.org//face/minecraftia" type="text/css"/>
</head>
<body>
{# TODO: Replace this with a proper wrapper for each tracker when developing TrackerAPI. #}
<div style="margin-bottom: 0.5rem">
<a href="{{ url_for("get_generic_game_tracker", tracker=room.tracker, tracked_team=team, tracked_player=player) }}">Switch To Generic Tracker</a>
</div>
<div id="player-tracker-wrapper" data-tracker="{{ room.tracker|suuid }}">
<table id="inventory-table">
<tr>
<td><img src="{{ tools_url }}" class="{{ 'acquired' }}" title="Progressive Tools" /></td>
<td><img src="{{ weapons_url }}" class="{{ 'acquired' }}" title="Progressive Weapons" /></td>
<td><img src="{{ armor_url }}" class="{{ 'acquired' }}" title="Progressive Armor" /></td>
<td><img src="{{ resource_crafting_url }}" class="{{ 'acquired' if 'Progressive Resource Crafting' in acquired_items }}"
title="Progressive Resource Crafting" /></td>
<td><img src="{{ icons['Brewing Stand'] }}" class="{{ 'acquired' if 'Brewing' in acquired_items }}" title="Brewing" /></td>
<td>
<div class="counted-item">
<img src="{{ icons['Ender Pearl'] }}" class="{{ 'acquired' if '3 Ender Pearls' in acquired_items }}" title="Ender Pearls" />
<div class="item-count">{{ pearls_count }}</div>
</div>
</td>
</tr>
<tr>
<td><img src="{{ icons['Bucket'] }}" class="{{ 'acquired' if 'Bucket' in acquired_items }}" title="Bucket" /></td>
<td><img src="{{ icons['Bow'] }}" class="{{ 'acquired' if 'Archery' in acquired_items }}" title="Archery" /></td>
<td><img src="{{ icons['Shield'] }}" class="{{ 'acquired' if 'Shield' in acquired_items }}" title="Shield" /></td>
<td><img src="{{ icons['Red Bed'] }}" class="{{ 'acquired' if 'Bed' in acquired_items }}" title="Bed" /></td>
<td><img src="{{ icons['Water Bottle'] }}" class="{{ 'acquired' if 'Bottles' in acquired_items }}" title="Bottles" /></td>
<td>
<div class="counted-item">
<img src="{{ icons['Netherite Scrap'] }}" class="{{ 'acquired' if '8 Netherite Scrap' in acquired_items }}" title="Netherite Scrap" />
<div class="item-count">{{ scrap_count }}</div>
</div>
</td>
</tr>
<tr>
<td><img src="{{ icons['Flint and Steel'] }}" class="{{ 'acquired' if 'Flint and Steel' in acquired_items }}" title="Flint and Steel" /></td>
<td><img src="{{ icons['Enchanting Table'] }}" class="{{ 'acquired' if 'Enchanting' in acquired_items }}" title="Enchanting" /></td>
<td><img src="{{ icons['Fishing Rod'] }}" class="{{ 'acquired' if 'Fishing Rod' in acquired_items }}" title="Fishing Rod" /></td>
<td><img src="{{ icons['Campfire'] }}" class="{{ 'acquired' if 'Campfire' in acquired_items }}" title="Campfire" /></td>
<td><img src="{{ icons['Spyglass'] }}" class="{{ 'acquired' if 'Spyglass' in acquired_items }}" title="Spyglass" /></td>
<td>
<div class="counted-item">
<img src="{{ icons['Dragon Egg Shard'] }}" class="{{ 'acquired' if 'Dragon Egg Shard' in acquired_items }}" title="Dragon Egg Shard" />
<div class="item-count">{{ shard_count }}</div>
</div>
</td>
</tr>
<tr>
<td><img src="{{ icons['Lead'] }}" class="{{ 'acquired' if 'Lead' in acquired_items }}" title="Lead" /></td>
<td><img src="{{ icons['Saddle'] }}" class="{{ 'acquired' if 'Saddle' in acquired_items }}" title="Saddle" /></td>
<td><img src="{{ icons['Channeling Book'] }}" class="{{ 'acquired' if 'Channeling Book' in acquired_items }}" title="Channeling Book" /></td>
<td><img src="{{ icons['Silk Touch Book'] }}" class="{{ 'acquired' if 'Silk Touch Book' in acquired_items }}" title="Silk Touch Book" /></td>
<td><img src="{{ icons['Piercing IV Book'] }}" class="{{ 'acquired' if 'Piercing IV Book' in acquired_items }}" title="Piercing IV Book" /></td>
</tr>
</table>
<table id="location-table">
{% for area in checks_done %}
<tr class="location-category" id="{{area}}-header">
<td>{{ area }} {{'▼' if area != 'Total'}}</td>
<td class="counter">{{ checks_done[area] }} / {{ checks_in_area[area] }}</td>
</tr>
<tbody class="locations hide" id="{{area}}">
{% for location in location_info[area] %}
<tr>
<td class="location-name">{{ location }}</td>
<td class="counter">{{ '✔' if location_info[area][location] else '' }}</td>
</tr>
{% endfor %}
</tbody>
{% endfor %}
</table>
</div>
</body>
</html>

View File

@@ -706,6 +706,127 @@ if "A Link to the Past" in network_data_package["games"]:
_multiworld_trackers["A Link to the Past"] = render_ALinkToThePast_multiworld_tracker
_player_trackers["A Link to the Past"] = render_ALinkToThePast_tracker
if "Minecraft" in network_data_package["games"]:
def render_Minecraft_tracker(tracker_data: TrackerData, team: int, player: int) -> str:
icons = {
"Wooden Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d2/Wooden_Pickaxe_JE3_BE3.png",
"Stone Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c4/Stone_Pickaxe_JE2_BE2.png",
"Iron Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d1/Iron_Pickaxe_JE3_BE2.png",
"Diamond Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e7/Diamond_Pickaxe_JE3_BE3.png",
"Wooden Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d5/Wooden_Sword_JE2_BE2.png",
"Stone Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b1/Stone_Sword_JE2_BE2.png",
"Iron Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/8/8e/Iron_Sword_JE2_BE2.png",
"Diamond Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/4/44/Diamond_Sword_JE3_BE3.png",
"Leather Tunic": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b7/Leather_Tunic_JE4_BE2.png",
"Iron Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Iron_Chestplate_JE2_BE2.png",
"Diamond Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e0/Diamond_Chestplate_JE3_BE2.png",
"Iron Ingot": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Iron_Ingot_JE3_BE2.png",
"Block of Iron": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7e/Block_of_Iron_JE4_BE3.png",
"Brewing Stand": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b3/Brewing_Stand_%28empty%29_JE10.png",
"Ender Pearl": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/f6/Ender_Pearl_JE3_BE2.png",
"Bucket": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Bucket_JE2_BE2.png",
"Bow": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/a/ab/Bow_%28Pull_2%29_JE1_BE1.png",
"Shield": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c6/Shield_JE2_BE1.png",
"Red Bed": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/6/6a/Red_Bed_%28N%29.png",
"Netherite Scrap": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/33/Netherite_Scrap_JE2_BE1.png",
"Flint and Steel": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/94/Flint_and_Steel_JE4_BE2.png",
"Enchanting Table": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Enchanting_Table.gif",
"Fishing Rod": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7f/Fishing_Rod_JE2_BE2.png",
"Campfire": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/91/Campfire_JE2_BE2.gif",
"Water Bottle": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/75/Water_Bottle_JE2_BE2.png",
"Spyglass": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c1/Spyglass_JE2_BE1.png",
"Dragon Egg Shard": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/38/Dragon_Egg_JE4.png",
"Lead": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/1/1f/Lead_JE2_BE2.png",
"Saddle": "https://i.imgur.com/2QtDyR0.png",
"Channeling Book": "https://i.imgur.com/J3WsYZw.png",
"Silk Touch Book": "https://i.imgur.com/iqERxHQ.png",
"Piercing IV Book": "https://i.imgur.com/OzJptGz.png",
}
minecraft_location_ids = {
"Story": [42073, 42023, 42027, 42039, 42002, 42009, 42010, 42070,
42041, 42049, 42004, 42031, 42025, 42029, 42051, 42077],
"Nether": [42017, 42044, 42069, 42058, 42034, 42060, 42066, 42076, 42064, 42071, 42021,
42062, 42008, 42061, 42033, 42011, 42006, 42019, 42000, 42040, 42001, 42015, 42104, 42014],
"The End": [42052, 42005, 42012, 42032, 42030, 42042, 42018, 42038, 42046],
"Adventure": [42047, 42050, 42096, 42097, 42098, 42059, 42055, 42072, 42003, 42109, 42035, 42016, 42020,
42048, 42054, 42068, 42043, 42106, 42074, 42075, 42024, 42026, 42037, 42045, 42056, 42105,
42099, 42103, 42110, 42100],
"Husbandry": [42065, 42067, 42078, 42022, 42113, 42107, 42007, 42079, 42013, 42028, 42036, 42108, 42111,
42112,
42057, 42063, 42053, 42102, 42101, 42092, 42093, 42094, 42095],
"Archipelago": [42080, 42081, 42082, 42083, 42084, 42085, 42086, 42087, 42088, 42089, 42090, 42091],
}
display_data = {}
# Determine display for progressive items
progressive_items = {
"Progressive Tools": 45013,
"Progressive Weapons": 45012,
"Progressive Armor": 45014,
"Progressive Resource Crafting": 45001
}
progressive_names = {
"Progressive Tools": ["Wooden Pickaxe", "Stone Pickaxe", "Iron Pickaxe", "Diamond Pickaxe"],
"Progressive Weapons": ["Wooden Sword", "Stone Sword", "Iron Sword", "Diamond Sword"],
"Progressive Armor": ["Leather Tunic", "Iron Chestplate", "Diamond Chestplate"],
"Progressive Resource Crafting": ["Iron Ingot", "Iron Ingot", "Block of Iron"]
}
inventory = tracker_data.get_player_inventory_counts(team, player)
for item_name, item_id in progressive_items.items():
level = min(inventory[item_id], len(progressive_names[item_name]) - 1)
display_name = progressive_names[item_name][level]
base_name = item_name.split(maxsplit=1)[1].lower().replace(" ", "_")
display_data[base_name + "_url"] = icons[display_name]
# Multi-items
multi_items = {
"3 Ender Pearls": 45029,
"8 Netherite Scrap": 45015,
"Dragon Egg Shard": 45043
}
for item_name, item_id in multi_items.items():
base_name = item_name.split()[-1].lower()
count = inventory[item_id]
if count >= 0:
display_data[base_name + "_count"] = count
# Victory condition
game_state = tracker_data.get_player_client_status(team, player)
display_data["game_finished"] = game_state == 30
# Turn location IDs into advancement tab counts
checked_locations = tracker_data.get_player_checked_locations(team, player)
lookup_name = lambda id: tracker_data.location_id_to_name["Minecraft"][id]
location_info = {tab_name: {lookup_name(id): (id in checked_locations) for id in tab_locations}
for tab_name, tab_locations in minecraft_location_ids.items()}
checks_done = {tab_name: len([id for id in tab_locations if id in checked_locations])
for tab_name, tab_locations in minecraft_location_ids.items()}
checks_done["Total"] = len(checked_locations)
checks_in_area = {tab_name: len(tab_locations) for tab_name, tab_locations in minecraft_location_ids.items()}
checks_in_area["Total"] = sum(checks_in_area.values())
lookup_any_item_id_to_name = tracker_data.item_id_to_name["Minecraft"]
return render_template(
"tracker__Minecraft.html",
inventory=inventory,
icons=icons,
acquired_items={lookup_any_item_id_to_name[id] for id, count in inventory.items() if count > 0},
player=player,
team=team,
room=tracker_data.room,
player_name=tracker_data.get_player_name(team, player),
saving_second=tracker_data.get_room_saving_second(),
checks_done=checks_done,
checks_in_area=checks_in_area,
location_info=location_info,
**display_data,
)
_player_trackers["Minecraft"] = render_Minecraft_tracker
if "Ocarina of Time" in network_data_package["games"]:
def render_OcarinaOfTime_tracker(tracker_data: TrackerData, team: int, player: int) -> str:
icons = {

View File

@@ -119,9 +119,9 @@ def upload_zip_to_db(zfile: zipfile.ZipFile, owner=None, meta={"race": False}, s
# AP Container
elif handler:
data = zfile.open(file, "r").read()
with zipfile.ZipFile(BytesIO(data)) as container:
player = json.loads(container.open("archipelago.json").read())["player"]
files[player] = data
patch = handler(BytesIO(data))
patch.read()
files[patch.player] = data
# Spoiler
elif file.filename.endswith(".txt"):
@@ -135,6 +135,11 @@ def upload_zip_to_db(zfile: zipfile.ZipFile, owner=None, meta={"race": False}, s
flash("Could not load multidata. File may be corrupted or incompatible.")
multidata = None
# Minecraft
elif file.filename.endswith(".apmc"):
data = zfile.open(file, "r").read()
metadata = json.loads(base64.b64decode(data).decode("utf-8"))
files[metadata["player_id"]] = data
# Factorio
elif file.filename.endswith(".zip"):

View File

@@ -24,20 +24,9 @@
<BaseButton>:
ripple_color: app.theme_cls.primaryColor
ripple_duration_in_fast: 0.2
<MDNavigationItemBase>:
on_release: app.screens.switch_screens(self)
MDNavigationItemLabel:
text: root.text
theme_text_color: "Custom"
text_color_active: self.theme_cls.primaryColor
text_color_normal: 1, 1, 1, 1
# indicator is on icon only for some reason
canvas.before:
Color:
rgba: self.theme_cls.secondaryContainerColor if root.active else self.theme_cls.transparentColor
Rectangle:
size: root.size
<MDTabsItemBase>:
ripple_color: app.theme_cls.primaryColor
ripple_duration_in_fast: 0.2
<TooltipLabel>:
adaptive_height: True
theme_font_size: "Custom"

View File

@@ -365,14 +365,18 @@ request_handlers = {
["PREFERRED_CORES"] = function (req)
local res = {}
local preferred_cores = client.getconfig().PreferredCores
local systems_enumerator = preferred_cores.Keys:GetEnumerator()
res["type"] = "PREFERRED_CORES_RESPONSE"
res["value"] = {}
while systems_enumerator:MoveNext() do
res["value"][systems_enumerator.Current] = preferred_cores[systems_enumerator.Current]
end
res["value"]["NES"] = preferred_cores.NES
res["value"]["SNES"] = preferred_cores.SNES
res["value"]["GB"] = preferred_cores.GB
res["value"]["GBC"] = preferred_cores.GBC
res["value"]["DGB"] = preferred_cores.DGB
res["value"]["SGB"] = preferred_cores.SGB
res["value"]["PCE"] = preferred_cores.PCE
res["value"]["PCECD"] = preferred_cores.PCECD
res["value"]["SGX"] = preferred_cores.SGX
return res
end,

462
data/lua/connector_ff1.lua Normal file
View File

@@ -0,0 +1,462 @@
local socket = require("socket")
local json = require('json')
local math = require('math')
require("common")
local STATE_OK = "Ok"
local STATE_TENTATIVELY_CONNECTED = "Tentatively Connected"
local STATE_INITIAL_CONNECTION_MADE = "Initial Connection Made"
local STATE_UNINITIALIZED = "Uninitialized"
local ITEM_INDEX = 0x03
local WEAPON_INDEX = 0x07
local ARMOR_INDEX = 0x0B
local goldLookup = {
[0x16C] = 10,
[0x16D] = 20,
[0x16E] = 25,
[0x16F] = 30,
[0x170] = 55,
[0x171] = 70,
[0x172] = 85,
[0x173] = 110,
[0x174] = 135,
[0x175] = 155,
[0x176] = 160,
[0x177] = 180,
[0x178] = 240,
[0x179] = 255,
[0x17A] = 260,
[0x17B] = 295,
[0x17C] = 300,
[0x17D] = 315,
[0x17E] = 330,
[0x17F] = 350,
[0x180] = 385,
[0x181] = 400,
[0x182] = 450,
[0x183] = 500,
[0x184] = 530,
[0x185] = 575,
[0x186] = 620,
[0x187] = 680,
[0x188] = 750,
[0x189] = 795,
[0x18A] = 880,
[0x18B] = 1020,
[0x18C] = 1250,
[0x18D] = 1455,
[0x18E] = 1520,
[0x18F] = 1760,
[0x190] = 1975,
[0x191] = 2000,
[0x192] = 2750,
[0x193] = 3400,
[0x194] = 4150,
[0x195] = 5000,
[0x196] = 5450,
[0x197] = 6400,
[0x198] = 6720,
[0x199] = 7340,
[0x19A] = 7690,
[0x19B] = 7900,
[0x19C] = 8135,
[0x19D] = 9000,
[0x19E] = 9300,
[0x19F] = 9500,
[0x1A0] = 9900,
[0x1A1] = 10000,
[0x1A2] = 12350,
[0x1A3] = 13000,
[0x1A4] = 13450,
[0x1A5] = 14050,
[0x1A6] = 14720,
[0x1A7] = 15000,
[0x1A8] = 17490,
[0x1A9] = 18010,
[0x1AA] = 19990,
[0x1AB] = 20000,
[0x1AC] = 20010,
[0x1AD] = 26000,
[0x1AE] = 45000,
[0x1AF] = 65000
}
local extensionConsumableLookup = {
[432] = 0x3C,
[436] = 0x3C,
[440] = 0x3C,
[433] = 0x3D,
[437] = 0x3D,
[441] = 0x3D,
[434] = 0x3E,
[438] = 0x3E,
[442] = 0x3E,
[435] = 0x3F,
[439] = 0x3F,
[443] = 0x3F
}
local noOverworldItemsLookup = {
[499] = 0x2B,
[500] = 0x12,
}
local consumableStacks = nil
local prevstate = ""
local curstate = STATE_UNINITIALIZED
local ff1Socket = nil
local frame = 0
local isNesHawk = false
--Sets correct memory access functions based on whether NesHawk or QuickNES is loaded
local function defineMemoryFunctions()
local memDomain = {}
local domains = memory.getmemorydomainlist()
if domains[1] == "System Bus" then
--NesHawk
isNesHawk = true
memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
memDomain["saveram"] = function() memory.usememorydomain("Battery RAM") end
memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
elseif domains[1] == "WRAM" then
--QuickNES
memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
memDomain["saveram"] = function() memory.usememorydomain("WRAM") end
memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
end
return memDomain
end
local memDomain = defineMemoryFunctions()
local function StateOKForMainLoop()
memDomain.saveram()
local A = u8(0x102) -- Party Made
local B = u8(0x0FC)
local C = u8(0x0A3)
return A ~= 0x00 and not (A== 0xF2 and B == 0xF2 and C == 0xF2)
end
function generateLocationChecked()
memDomain.saveram()
data = uRange(0x01FF, 0x101)
data[0] = nil
return data
end
function setConsumableStacks()
memDomain.rom()
consumableStacks = {}
-- In order shards, tent, cabin, house, heal, pure, soft, ext1, ext2, ext3, ex4
consumableStacks[0x35] = 1
consumableStacks[0x36] = u8(0x47400) + 1
consumableStacks[0x37] = u8(0x47401) + 1
consumableStacks[0x38] = u8(0x47402) + 1
consumableStacks[0x39] = u8(0x47403) + 1
consumableStacks[0x3A] = u8(0x47404) + 1
consumableStacks[0x3B] = u8(0x47405) + 1
consumableStacks[0x3C] = u8(0x47406) + 1
consumableStacks[0x3D] = u8(0x47407) + 1
consumableStacks[0x3E] = u8(0x47408) + 1
consumableStacks[0x3F] = u8(0x47409) + 1
end
function getEmptyWeaponSlots()
memDomain.saveram()
ret = {}
count = 1
slot1 = uRange(0x118, 0x4)
slot2 = uRange(0x158, 0x4)
slot3 = uRange(0x198, 0x4)
slot4 = uRange(0x1D8, 0x4)
for i,v in pairs(slot1) do
if v == 0 then
ret[count] = 0x118 + i
count = count + 1
end
end
for i,v in pairs(slot2) do
if v == 0 then
ret[count] = 0x158 + i
count = count + 1
end
end
for i,v in pairs(slot3) do
if v == 0 then
ret[count] = 0x198 + i
count = count + 1
end
end
for i,v in pairs(slot4) do
if v == 0 then
ret[count] = 0x1D8 + i
count = count + 1
end
end
return ret
end
function getEmptyArmorSlots()
memDomain.saveram()
ret = {}
count = 1
slot1 = uRange(0x11C, 0x4)
slot2 = uRange(0x15C, 0x4)
slot3 = uRange(0x19C, 0x4)
slot4 = uRange(0x1DC, 0x4)
for i,v in pairs(slot1) do
if v == 0 then
ret[count] = 0x11C + i
count = count + 1
end
end
for i,v in pairs(slot2) do
if v == 0 then
ret[count] = 0x15C + i
count = count + 1
end
end
for i,v in pairs(slot3) do
if v == 0 then
ret[count] = 0x19C + i
count = count + 1
end
end
for i,v in pairs(slot4) do
if v == 0 then
ret[count] = 0x1DC + i
count = count + 1
end
end
return ret
end
local function slice (tbl, s, e)
local pos, new = 1, {}
for i = s + 1, e do
new[pos] = tbl[i]
pos = pos + 1
end
return new
end
function processBlock(block)
local msgBlock = block['messages']
if msgBlock ~= nil then
for i, v in pairs(msgBlock) do
if itemMessages[i] == nil then
local msg = {TTL=450, message=v, color=0xFFFF0000}
itemMessages[i] = msg
end
end
end
local itemsBlock = block["items"]
memDomain.saveram()
isInGame = u8(0x102)
if itemsBlock ~= nil and isInGame ~= 0x00 then
if consumableStacks == nil then
setConsumableStacks()
end
memDomain.saveram()
-- print('ITEMBLOCK: ')
-- print(itemsBlock)
itemIndex = u8(ITEM_INDEX)
-- print('ITEMINDEX: '..itemIndex)
for i, v in pairs(slice(itemsBlock, itemIndex, #itemsBlock)) do
-- Minus the offset and add to the correct domain
local memoryLocation = v
if v >= 0x100 and v <= 0x114 then
-- This is a key item
memoryLocation = memoryLocation - 0x0E0
wU8(memoryLocation, 0x01)
elseif v >= 0x1E0 and v <= 0x1F2 then
-- This is a movement item
-- Minus Offset (0x100) - movement offset (0xE0)
memoryLocation = memoryLocation - 0x1E0
-- Canal is a flipped bit
if memoryLocation == 0x0C then
wU8(memoryLocation, 0x00)
else
wU8(memoryLocation, 0x01)
end
elseif v >= 0x1F3 and v <= 0x1F4 then
-- NoOverworld special items
memoryLocation = noOverworldItemsLookup[v]
wU8(memoryLocation, 0x01)
elseif v >= 0x16C and v <= 0x1AF then
-- This is a gold item
amountToAdd = goldLookup[v]
biggest = u8(0x01E)
medium = u8(0x01D)
smallest = u8(0x01C)
currentValue = 0x10000 * biggest + 0x100 * medium + smallest
newValue = currentValue + amountToAdd
newBiggest = math.floor(newValue / 0x10000)
newMedium = math.floor(math.fmod(newValue, 0x10000) / 0x100)
newSmallest = math.floor(math.fmod(newValue, 0x100))
wU8(0x01E, newBiggest)
wU8(0x01D, newMedium)
wU8(0x01C, newSmallest)
elseif v >= 0x115 and v <= 0x11B then
-- This is a regular consumable OR a shard
-- Minus Offset (0x100) + item offset (0x20)
memoryLocation = memoryLocation - 0x0E0
currentValue = u8(memoryLocation)
amountToAdd = consumableStacks[memoryLocation]
if currentValue < 99 then
wU8(memoryLocation, currentValue + amountToAdd)
end
elseif v >= 0x1B0 and v <= 0x1BB then
-- This is an extension consumable
memoryLocation = extensionConsumableLookup[v]
currentValue = u8(memoryLocation)
amountToAdd = consumableStacks[memoryLocation]
if currentValue < 99 then
value = currentValue + amountToAdd
if value > 99 then
value = 99
end
wU8(memoryLocation, value)
end
end
end
if #itemsBlock > itemIndex then
wU8(ITEM_INDEX, #itemsBlock)
end
memDomain.saveram()
weaponIndex = u8(WEAPON_INDEX)
emptyWeaponSlots = getEmptyWeaponSlots()
lastUsedWeaponIndex = weaponIndex
-- print('WEAPON_INDEX: '.. weaponIndex)
memDomain.saveram()
for i, v in pairs(slice(itemsBlock, weaponIndex, #itemsBlock)) do
if v >= 0x11C and v <= 0x143 then
-- Minus the offset and add to the correct domain
local itemValue = v - 0x11B
if #emptyWeaponSlots > 0 then
slot = table.remove(emptyWeaponSlots, 1)
wU8(slot, itemValue)
lastUsedWeaponIndex = weaponIndex + i
else
break
end
end
end
if lastUsedWeaponIndex ~= weaponIndex then
wU8(WEAPON_INDEX, lastUsedWeaponIndex)
end
memDomain.saveram()
armorIndex = u8(ARMOR_INDEX)
emptyArmorSlots = getEmptyArmorSlots()
lastUsedArmorIndex = armorIndex
-- print('ARMOR_INDEX: '.. armorIndex)
memDomain.saveram()
for i, v in pairs(slice(itemsBlock, armorIndex, #itemsBlock)) do
if v >= 0x144 and v <= 0x16B then
-- Minus the offset and add to the correct domain
local itemValue = v - 0x143
if #emptyArmorSlots > 0 then
slot = table.remove(emptyArmorSlots, 1)
wU8(slot, itemValue)
lastUsedArmorIndex = armorIndex + i
else
break
end
end
end
if lastUsedArmorIndex ~= armorIndex then
wU8(ARMOR_INDEX, lastUsedArmorIndex)
end
end
end
function receive()
l, e = ff1Socket:receive()
if e == 'closed' then
if curstate == STATE_OK then
print("Connection closed")
end
curstate = STATE_UNINITIALIZED
return
elseif e == 'timeout' then
print("timeout")
return
elseif e ~= nil then
print(e)
curstate = STATE_UNINITIALIZED
return
end
processBlock(json.decode(l))
-- Determine Message to send back
memDomain.rom()
local playerName = uRange(0x7BCBF, 0x41)
playerName[0] = nil
local retTable = {}
retTable["playerName"] = playerName
if StateOKForMainLoop() then
retTable["locations"] = generateLocationChecked()
end
msg = json.encode(retTable).."\n"
local ret, error = ff1Socket:send(msg)
if ret == nil then
print(error)
elseif curstate == STATE_INITIAL_CONNECTION_MADE then
curstate = STATE_TENTATIVELY_CONNECTED
elseif curstate == STATE_TENTATIVELY_CONNECTED then
print("Connected!")
itemMessages["(0,0)"] = {TTL=240, message="Connected", color="green"}
curstate = STATE_OK
end
end
function main()
if not checkBizHawkVersion() then
return
end
server, error = socket.bind('localhost', 52980)
while true do
gui.drawEllipse(248, 9, 6, 6, "Black", "Yellow")
frame = frame + 1
drawMessages()
if not (curstate == prevstate) then
-- console.log("Current state: "..curstate)
prevstate = curstate
end
if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
if (frame % 60 == 0) then
gui.drawEllipse(248, 9, 6, 6, "Black", "Blue")
receive()
else
gui.drawEllipse(248, 9, 6, 6, "Black", "Green")
end
elseif (curstate == STATE_UNINITIALIZED) then
gui.drawEllipse(248, 9, 6, 6, "Black", "White")
if (frame % 60 == 0) then
gui.drawEllipse(248, 9, 6, 6, "Black", "Yellow")
drawText(5, 8, "Waiting for client", 0xFFFF0000)
drawText(5, 32, "Please start FF1Client.exe", 0xFFFF0000)
-- Advance so the messages are drawn
emu.frameadvance()
server:settimeout(2)
print("Attempting to connect")
local client, timeout = server:accept()
if timeout == nil then
-- print('Initial Connection Made')
curstate = STATE_INITIAL_CONNECTION_MADE
ff1Socket = client
ff1Socket:settimeout(0)
end
end
end
emu.frameadvance()
end
end
main()

View File

@@ -477,7 +477,7 @@ function main()
elseif (curstate == STATE_UNINITIALIZED) then
-- If we're uninitialized, attempt to make the connection.
if (frame % 120 == 0) then
server:settimeout(120)
server:settimeout(2)
local client, timeout = server:accept()
if timeout == nil then
print('Initial Connection Made')

BIN
data/mcicon.ico Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 KiB

View File

@@ -121,6 +121,9 @@
# The Messenger
/worlds/messenger/ @alwaysintreble
# Minecraft
/worlds/minecraft/ @KonoTyran @espeon65536
# Mega Man 2
/worlds/mm2/ @Silvris
@@ -157,9 +160,6 @@
# Saving Princess
/worlds/saving_princess/ @LeonarthCG
# shapez
/worlds/shapez/ @BlastSlimey
# Shivers
/worlds/shivers/ @GodlFire @korydondzila

View File

@@ -117,6 +117,12 @@ flowchart LR
%% Java Based Games
subgraph Java
JM[Mod with Archipelago.MultiClient.Java]
subgraph Minecraft
MCS[Minecraft Forge Server]
JMC[Any Java Minecraft Clients]
MCS <-- TCP --> JMC
end
JM <-- Forge Mod Loader --> MCS
end
AS <-- WebSockets --> JM

View File

@@ -231,11 +231,11 @@ Sent to clients after a client requested this message be sent to them, more info
Sent to clients if the server caught a problem with a packet. This only occurs for errors that are explicitly checked for.
#### Arguments
| Name | Type | Notes |
| ---- |-------------| ----- |
| type | str | The [PacketProblemType](#PacketProblemType) that was detected in the packet. |
| original_cmd | str \| None | The `cmd` argument of the faulty packet, will be `None` if the `cmd` failed to be parsed. |
| text | str | A descriptive message of the problem at hand. |
| Name | Type | Notes |
| ---- | ---- | ----- |
| type | str | The [PacketProblemType](#PacketProblemType) that was detected in the packet. |
| original_cmd | Optional[str] | The `cmd` argument of the faulty packet, will be `None` if the `cmd` failed to be parsed. |
| text | str | A descriptive message of the problem at hand. |
##### PacketProblemType
`PacketProblemType` indicates the type of problem that was detected in the faulty packet, the known problem types are below but others may be added in the future.
@@ -551,14 +551,14 @@ In JSON this may look like:
Message nodes sent along with [PrintJSON](#PrintJSON) packet to be reconstructed into a legible message. The nodes are intended to be read in the order they are listed in the packet.
```python
from typing import TypedDict
from typing import TypedDict, Optional
class JSONMessagePart(TypedDict):
type: str | None
text: str | None
color: str | None # only available if type is a color
flags: int | None # only available if type is an item_id or item_name
player: int | None # only available if type is either item or location
hint_status: HintStatus | None # only available if type is hint_status
type: Optional[str]
text: Optional[str]
color: Optional[str] # only available if type is a color
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
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.

View File

@@ -333,7 +333,7 @@ within the world.
### TextChoice
Like choice allows you to predetermine options and has all of the same comparison methods and handling. Also accepts any
user defined string as a valid option, so will either need to be validated by adding a validation step to the option
class or within world, if necessary. Value for this class is `str | int` so if you need the value at a specified
class or within world, if necessary. Value for this class is `Union[str, int]` so if you need the value at a specified
point, `self.options.my_option.current_key` will always return a string.
### PlandoBosses

View File

@@ -102,16 +102,17 @@ In worlds, this should only be used for the top level to avoid issues when upgra
### Bool
Since `bool` can not be subclassed, use the `settings.Bool` helper in a union to get a comment in host.yaml.
Since `bool` can not be subclassed, use the `settings.Bool` helper in a `typing.Union` to get a comment in host.yaml.
```python
import settings
import typing
class MySettings(settings.Group):
class MyBool(settings.Bool):
"""Doc string"""
my_value: MyBool | bool = True
my_value: typing.Union[MyBool, bool] = True
```
### UserFilePath
@@ -133,15 +134,15 @@ Checks the file against [md5s](#md5s) by default.
Resolves to an executable (varying file extension based on platform)
#### description: str | None
#### description: Optional\[str\]
Human-readable name to use in file browser
#### copy_to: str | None
#### copy_to: Optional\[str\]
Instead of storing the path, copy the file.
#### md5s: list[str | bytes]
#### md5s: List[Union[str, bytes]]
Provide md5 hashes as hex digests or raw bytes for automatic validation.

View File

@@ -258,6 +258,31 @@ another flag like "progression", it means "an especially useful progression item
* `progression_skip_balancing`: the combination of `progression` and `skip_balancing`, i.e., a progression item that
will not be moved around by progression balancing; used, e.g., for currency or tokens, to not flood early spheres
### Events
An Event is a special combination of a Location and an Item, with both having an `id` of `None`. These can be used to
track certain logic interactions, with the Event Item being required for access in other locations or regions, but not
being "real". Since the item and location have no ID, they get dropped at the end of generation and so the server is
never made aware of them and these locations can never be checked, nor can the items be received during play.
They may also be used for making the spoiler log look nicer, i.e. by having a `"Victory"` Event Item, that
is required to finish the game. This makes it very clear when the player finishes, rather than only seeing their last
relevant Item. Events function just like any other Location, and can still have their own access rules, etc.
By convention, the Event "pair" of Location and Item typically have the same name, though this is not a requirement.
They must not exist in the `name_to_id` lookups, as they have no ID.
The most common way to create an Event pair is to create and place the Item on the Location as soon as it's created:
```python
from worlds.AutoWorld import World
from BaseClasses import ItemClassification
from .subclasses import MyGameLocation, MyGameItem
class MyGameWorld(World):
victory_loc = MyGameLocation(self.player, "Victory", None)
victory_loc.place_locked_item(MyGameItem("Victory", ItemClassification.progression, None, self.player))
```
### Regions
Regions are logical containers that typically hold locations that share some common access rules. If location logic is
@@ -266,7 +291,7 @@ like entrance randomization in logic.
Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions.
There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L310-L311)),
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)),
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
@@ -314,63 +339,6 @@ avoiding the need for indirect conditions at the expense of performance.
An item rule is a function that returns `True` or `False` for a `Location` based on a single item. It can be used to
reject the placement of an item there.
### Events (or "generation-only items/locations")
An event item or location is one that only exists during multiworld generation; the server is never made aware of them.
Event locations can never be checked by the player, and event items cannot be received during play.
Events are used to represent in-game actions (that aren't regular Archipelago locations) when either:
* We want to show in the spoiler log when the player is expected to perform the in-game action.
* It's the cleanest way to represent how that in-game action impacts logic.
Typical examples include completing the goal, defeating a boss, or flipping a switch that affects multiple areas.
To be precise: the term "event" on its own refers to the special combination of an "event item" placed on an "event
location". Event items and locations are created the same way as normal items and locations, except that they have an
`id` of `None`, and an event item must be placed on an event location
(and vice versa). Finally, although events are often described as "fake" items and locations, it's important to
understand that they are perfectly real during generation.
The most common way to create an event is to create the event item and the event location, then immediately call
`Location.place_locked_item()`:
```python
victory_loc = MyGameLocation(self.player, "Defeat the Final Boss", None, final_boss_arena_region)
victory_loc.place_locked_item(MyGameItem("Victory", ItemClassification.progression, None, self.player))
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
set_rule(victory_loc, lambda state: state.has("Boss Defeating Sword", self.player))
```
Requiring an event to finish the game will make the spoiler log display an additional
`Defeat the Final Boss: Victory` line when the player is expected to finish, rather than only showing their last
relevant item. But events aren't just about the spoiler log; a more substantial example of using events to structure
your logic might be:
```python
water_loc = MyGameLocation(self.player, "Water Level Switch", None, pump_station_region)
water_loc.place_locked_item(MyGameItem("Lowered Water Level", ItemClassification.progression, None, self.player))
pump_station_region.locations.append(water_loc)
set_rule(water_loc, lambda state: state.has("Double Jump", self.player)) # the switch is really high up
...
basement_loc = MyGameLocation(self.player, "Flooded House - Basement Chest", None, flooded_house_region)
flooded_house_region.locations += [upstairs_loc, ground_floor_loc, basement_loc]
...
set_rule(basement_loc, lambda state: state.has("Lowered Water Level", self.player))
```
This creates a "Lowered Water Level" event and a regular location whose access rule depends on that
event being reachable. If you made several more locations the same way, this would ensure all of those locations can
only become reachable when the event location is reachable (i.e. when the water level can be lowered), without
copy-pasting the event location's access rule and then repeatedly re-evaluating it. Also, the spoiler log will show
`Water Level Switch: Lowered Water Level` when the player is expected to do this.
To be clear, this example could also be modeled with a second Region (perhaps "Un-Flooded House"). Or you could modify
the game so flipping that switch checks a regular AP location in addition to lowering the water level.
Events are never required, but it may be cleaner to use an event if e.g. flipping that switch affects the logic in
dozens of half-flooded areas that would all otherwise need additional Regions, and you don't want it to be a regular
location. It depends on the game.
## Implementation
### Your World
@@ -520,8 +488,8 @@ In addition, the following methods can be implemented and are called in this ord
If it's hard to separate, this can be done during `generate_early` or `create_items` as well.
* `create_items(self)`
called to place player's items into the MultiWorld's itempool. By the end of this step all regions, locations and
items have to be in the MultiWorld's regions and itempool. You cannot add or remove items, locations, or regions after
this step. Locations cannot be moved to different regions after this step. This includes event items and locations.
items have to be in the MultiWorld's regions and itempool. You cannot add or remove items, locations, or regions
after this step. Locations cannot be moved to different regions after this step.
* `set_rules(self)`
called to set access and item rules on locations and entrances.
* `connect_entrances(self)`
@@ -533,7 +501,7 @@ In addition, the following methods can be implemented and are called in this ord
called to modify item placement before, during, and after the regular fill process; all finishing before
`generate_output`. Any items that need to be placed during `pre_fill` should not exist in the itempool, and if there
are any items that need to be filled this way, but need to be in state while you fill other items, they can be
returned from `get_pre_fill_items`.
returned from `get_prefill_items`.
* `generate_output(self, output_directory: str)`
creates the output files if there is output to be generated. When this is called,
`self.multiworld.get_locations(self.player)` has all locations for the player, with attribute `item` pointing to the

View File

@@ -86,7 +86,6 @@ Type: dirifempty; Name: "{app}"
[InstallDelete]
Type: files; Name: "{app}\*.exe"
Type: files; Name: "{app}\data\lua\connector_pkmn_rb.lua"
Type: files; Name: "{app}\data\lua\connector_ff1.lua"
Type: filesandordirs; Name: "{app}\SNI\lua*"
Type: filesandordirs; Name: "{app}\EnemizerCLI*"
#include "installdelete.iss"
@@ -138,6 +137,11 @@ Root: HKCR; Subkey: "{#MyAppName}kdl3patch"; ValueData: "Arc
Root: HKCR; Subkey: "{#MyAppName}kdl3patch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}kdl3patch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apmc"; ValueData: "{#MyAppName}mcdata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mcdata"; ValueData: "Archipelago Minecraft Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mcdata\DefaultIcon"; ValueData: "{app}\ArchipelagoMinecraftClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mcdata\shell\open\command"; ValueData: """{app}\ArchipelagoMinecraftClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apz5"; ValueData: "{#MyAppName}n64zpf"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}n64zpf"; ValueData: "Archipelago Ocarina of Time Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}n64zpf\DefaultIcon"; ValueData: "{app}\ArchipelagoOoTClient.exe,0"; ValueType: string; ValueName: "";

178
kvui.py
View File

@@ -60,10 +60,7 @@ from kivymd.uix.dialog import MDDialog, MDDialogHeadlineText, MDDialogSupporting
from kivymd.uix.gridlayout import MDGridLayout
from kivymd.uix.floatlayout import MDFloatLayout
from kivymd.uix.boxlayout import MDBoxLayout
from kivymd.uix.navigationbar import MDNavigationBar, MDNavigationItem
from kivymd.uix.screen import MDScreen
from kivymd.uix.screenmanager import MDScreenManager
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
@@ -729,10 +726,6 @@ class MessageBox(Popup):
self.height += max(0, label.height - 18)
class MDNavigationItemBase(MDNavigationItem):
text = StringProperty(None)
class ButtonsPrompt(MDDialog):
def __init__(self, title: str, text: str, response: typing.Callable[[str], None],
*prompts: str, **kwargs) -> None:
@@ -773,34 +766,58 @@ class ButtonsPrompt(MDDialog):
)
class MDScreenManagerBase(MDScreenManager):
current_tab: MDNavigationItemBase
local_screen_names: list[str]
class ClientTabs(MDTabsSecondary):
carousel: MDTabsCarousel
lock_swiping = True
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.local_screen_names = []
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 add_widget(self, widget: Widget, *args, **kwargs) -> None:
super().add_widget(widget, *args, **kwargs)
if "index" in kwargs:
self.local_screen_names.insert(kwargs["index"], widget.name)
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:
self.local_screen_names.append(widget.name)
Clock.schedule_once(update_indicator)
def switch_screens(self, new_tab: MDNavigationItemBase) -> None:
"""
Called whenever the user clicks a tab to switch to a different screen.
:param new_tab: The new screen to switch to's tab.
"""
name = new_tab.text
if self.local_screen_names.index(name) > self.local_screen_names.index(self.current_screen.name):
self.transition.direction = "left"
else:
self.transition.direction = "right"
self.current = name
self.current_tab = new_tab
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):
@@ -828,9 +845,6 @@ class GameManager(ThemedApp):
main_area_container: MDGridLayout
""" subclasses can add more columns beside the tabs """
tabs: MDNavigationBar
screens: MDScreenManagerBase
def __init__(self, ctx: context_type):
self.title = self.base_title
self.ctx = ctx
@@ -860,7 +874,7 @@ class GameManager(ThemedApp):
@property
def tab_count(self):
if hasattr(self, "tabs"):
return max(1, len(self.tabs.children))
return max(1, len(self.tabs.tab_list))
return 1
def on_start(self):
@@ -900,32 +914,30 @@ class GameManager(ThemedApp):
self.grid.add_widget(self.progressbar)
# middle part
self.screens = MDScreenManagerBase(pos_hint={"center_x": 0.5})
self.tabs = MDNavigationBar(orientation="horizontal", size_hint_y=None, height=dp(40), set_bars_color=True)
# bind the method to the bar for back compatibility
self.tabs.remove_tab = self.remove_client_tab
self.screens.current_tab = self.add_client_tab(
"All" if len(self.logging_pairs) > 1 else "Archipelago",
UILog(*(logging.getLogger(logger_name) for logger_name, name in self.logging_pairs)),
)
self.log_panels["All"] = self.screens.current_tab.content
self.screens.current_tab.active = True
self.tabs = ClientTabs(pos_hint={"center_x": 0.5, "center_y": 0.5})
self.tabs.add_widget(MDTabsItem(MDTabsItemText(text="All" if len(self.logging_pairs) > 1 else "Archipelago")))
self.log_panels["All"] = self.tabs.default_tab_content = UILog(*(logging.getLogger(logger_name)
for logger_name, name in
self.logging_pairs))
self.tabs.carousel.add_widget(self.tabs.default_tab_content)
for logger_name, display_name in self.logging_pairs:
bridge_logger = logging.getLogger(logger_name)
self.log_panels[display_name] = UILog(bridge_logger)
if len(self.logging_pairs) > 1:
self.add_client_tab(display_name, self.log_panels[display_name])
panel = MDTabsItem(MDTabsItemText(text=display_name))
panel.content = self.log_panels[display_name]
# show Archipelago tab if other logging is present
self.tabs.carousel.add_widget(panel.content)
self.tabs.add_widget(panel)
hint_panel = self.add_client_tab("Hints", HintLayout())
self.hint_log = HintLog(self.json_to_kivy_parser)
hint_panel = self.add_client_tab("Hints", HintLayout(self.hint_log))
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)
tab_container = MDGridLayout(size_hint_y=1, cols=1)
tab_container.add_widget(self.tabs)
tab_container.add_widget(self.screens)
self.main_area_container.add_widget(tab_container)
self.main_area_container.add_widget(self.tabs)
self.grid.add_widget(self.main_area_container)
@@ -962,61 +974,25 @@ class GameManager(ThemedApp):
return self.container
def add_client_tab(self, title: str, content: Widget, index: int = -1) -> MDNavigationItemBase:
"""
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.
:param title: The title of the tab.
:param content: The Widget to be added as content for this tab's new MDScreen. Will also be added to the
returned tab as tab.content.
:param index: The index to insert the tab at. Defaults to -1, meaning the tab will be appended to the end.
:return: The new tab.
"""
if self.tabs.children:
self.tabs.add_widget(MDDivider(orientation="vertical"))
new_tab = MDNavigationItemBase(text=title)
def add_client_tab(self, title: str, content: Widget, index: int = -1) -> Widget:
"""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."""
new_tab = MDTabsItem(MDTabsItemText(text=title))
new_tab.content = content
new_screen = MDScreen(name=title)
new_screen.add_widget(content)
if -1 < index <= len(self.tabs.children):
remapped_index = len(self.tabs.children) - index
self.tabs.add_widget(new_tab, index=remapped_index)
self.screens.add_widget(new_screen, index=index)
if -1 < index <= len(self.tabs.carousel.slides):
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.screens.add_widget(new_screen)
self.tabs.carousel.add_widget(new_tab.content)
return new_tab
def remove_client_tab(self, tab: MDNavigationItemBase) -> None:
"""
Called to remove a tab and its screen.
:param tab: The tab to remove.
"""
tab_index = self.tabs.children.index(tab)
# if the tab is currently active we need to swap before removing it
if tab == self.screens.current_tab:
if not tab_index:
# account for the divider
swap_index = tab_index + 2
else:
swap_index = tab_index - 2
self.tabs.children[swap_index].on_release()
# self.screens.switch_screens(self.tabs.children[swap_index])
# get the divider to the left if we can
if not tab_index:
divider_index = tab_index + 1
else:
divider_index = tab_index - 1
self.tabs.remove_widget(self.tabs.children[divider_index])
self.tabs.remove_widget(tab)
self.screens.remove_widget(self.screens.get_screen(tab.text))
def update_texts(self, dt):
if hasattr(self.screens.current_tab.content, "fix_heights"):
getattr(self.screens.current_tab.content, "fix_heights")()
for slide in self.tabs.carousel.slides:
if hasattr(slide, "fix_heights"):
slide.fix_heights() # TODO: remove this when Kivy fixes this upstream
if self.ctx.server:
self.title = self.base_title + " " + Utils.__version__ + \
f" | Connected to: {self.ctx.server_address} " \

View File

@@ -64,6 +64,7 @@ non_apworlds: set[str] = {
"ArchipIDLE",
"Archipelago",
"Clique",
"Final Fantasy",
"Lufia II Ancient Cave",
"Meritous",
"Ocarina of Time",
@@ -481,7 +482,7 @@ tmp="${{exe#*/}}"
if [ ! "${{#tmp}}" -lt "${{#exe}}" ]; then
exe="{default_exe.parent}/$exe"
fi
export LD_LIBRARY_PATH="${{LD_LIBRARY_PATH:+$LD_LIBRARY_PATH:}}$APPDIR/{default_exe.parent}/lib"
export LD_LIBRARY_PATH="$LD_LIBRARY_PATH:$APPDIR/{default_exe.parent}/lib"
$APPDIR/$exe "$@"
""")
launcher_filename.chmod(0o755)

View File

@@ -382,7 +382,7 @@ class World(metaclass=AutoWorldRegister):
def create_items(self) -> None:
"""
Method for creating and submitting items to the itempool. Items and Regions must *not* be created and submitted
to the MultiWorld after this step. If items need to be placed during pre_fill use `get_pre_fill_items`.
to the MultiWorld after this step. If items need to be placed during pre_fill use `get_prefill_items`.
"""
pass

View File

@@ -158,7 +158,6 @@ class APContainer:
class APPlayerContainer(APContainer):
"""A zipfile containing at least archipelago.json meant for a player"""
game: ClassVar[Optional[str]] = None
patch_file_ending: str = ""
player: Optional[int]
player_name: str
@@ -185,7 +184,6 @@ class APPlayerContainer(APContainer):
"player": self.player,
"player_name": self.player_name,
"game": self.game,
"patch_file_ending": self.patch_file_ending,
})
return manifest
@@ -225,6 +223,7 @@ class APProcedurePatch(APAutoPatchInterface):
"""
hash: Optional[str] # base checksum of source file
source_data: bytes
patch_file_ending: str = ""
files: Dict[str, bytes]
@classmethod
@@ -246,6 +245,7 @@ class APProcedurePatch(APAutoPatchInterface):
manifest = super(APProcedurePatch, self).get_manifest()
manifest["base_checksum"] = self.hash
manifest["result_file_ending"] = self.result_file_ending
manifest["patch_file_ending"] = self.patch_file_ending
manifest["procedure"] = self.procedure
if self.procedure == APDeltaPatch.procedure:
manifest["compatible_version"] = 5

View File

@@ -210,21 +210,22 @@ components: List[Component] = [
Component('Launcher', 'Launcher', component_type=Type.HIDDEN),
# Core
Component('Host', 'MultiServer', 'ArchipelagoServer', cli=True,
file_identifier=SuffixIdentifier('.archipelago', '.zip'),
description="Host a generated multiworld on your computer."),
Component('Generate', 'Generate', cli=True,
description="Generate a multiworld with the YAMLs in the players folder."),
Component("Install APWorld", func=install_apworld, file_identifier=SuffixIdentifier(".apworld"),
description="Install an APWorld to play games not included with Archipelago by default."),
Component('Text Client', 'CommonClient', 'ArchipelagoTextClient', func=launch_textclient,
description="Connect to a multiworld using the text client."),
file_identifier=SuffixIdentifier('.archipelago', '.zip')),
Component('Generate', 'Generate', cli=True),
Component("Install APWorld", func=install_apworld, file_identifier=SuffixIdentifier(".apworld")),
Component('Text Client', 'CommonClient', 'ArchipelagoTextClient', func=launch_textclient),
Component('Links Awakening DX Client', 'LinksAwakeningClient',
file_identifier=SuffixIdentifier('.apladx')),
Component('LttP Adjuster', 'LttPAdjuster'),
# Minecraft
Component('Minecraft Client', 'MinecraftClient', icon='mcicon', cli=True,
file_identifier=SuffixIdentifier('.apmc')),
# Ocarina of Time
Component('OoT Client', 'OoTClient',
file_identifier=SuffixIdentifier('.apz5')),
Component('OoT Adjuster', 'OoTAdjuster'),
# FF1
Component('FF1 Client', 'FF1Client'),
# TLoZ
Component('Zelda 1 Client', 'Zelda1Client', file_identifier=SuffixIdentifier('.aptloz')),
# ChecksFinder
@@ -243,5 +244,6 @@ components: List[Component] = [
# if registering an icon from within an apworld, the format "ap:module.name/path/to/file.png" can be used
icon_paths = {
'icon': local_path('data', 'icon.png'),
'mcicon': local_path('data', 'mcicon.png'),
'discord': local_path('data', 'discord-mark-blue.png'),
}

View File

@@ -19,8 +19,7 @@ def launch_client(*args) -> None:
component = Component("BizHawk Client", "BizHawkClient", component_type=Type.CLIENT, func=launch_client,
file_identifier=SuffixIdentifier(),
description="Open the BizHawk client, to play games using the Bizhawk emulator.")
file_identifier=SuffixIdentifier())
components.append(component)

View File

@@ -548,12 +548,10 @@ def set_up_take_anys(multiworld, world, player):
old_man_take_any.shop = TakeAny(old_man_take_any, 0x0112, 0xE2, True, True, total_shop_slots)
multiworld.shops.append(old_man_take_any.shop)
sword_indices = [
index for index, item in enumerate(multiworld.itempool) if item.player == player and item.type == 'Sword'
]
if sword_indices:
sword_index = multiworld.random.choice(sword_indices)
sword = multiworld.itempool.pop(sword_index)
swords = [item for item in multiworld.itempool if item.player == player and item.type == 'Sword']
if swords:
sword = multiworld.random.choice(swords)
multiworld.itempool.remove(sword)
multiworld.itempool.append(item_factory('Rupees (20)', world))
old_man_take_any.shop.add_inventory(0, sword.name, 0, 0)
loc_name = "Old Man Sword Cave"

View File

@@ -38,7 +38,7 @@ class DungeonFillTestBase(TestCase):
def test_original_dungeons(self):
self.generate_with_options(DungeonItem.option_original_dungeon)
for location in self.multiworld.get_filled_locations():
with (self.subTest(location_name=location.name)):
with (self.subTest(location=location)):
if location.parent_region.dungeon is None:
self.assertIs(location.item.dungeon, None)
else:
@@ -52,7 +52,7 @@ class DungeonFillTestBase(TestCase):
def test_own_dungeons(self):
self.generate_with_options(DungeonItem.option_own_dungeons)
for location in self.multiworld.get_filled_locations():
with self.subTest(location_name=location.name):
with self.subTest(location=location):
if location.parent_region.dungeon is None:
self.assertIs(location.item.dungeon, None)
else:

View File

@@ -4,7 +4,7 @@ Date: Fri, 15 Mar 2024 18:41:40 +0000
Description: Used to manage Regions in the Aquaria game multiworld randomizer
"""
from typing import Dict, Optional, Iterable
from typing import Dict, Optional
from BaseClasses import MultiWorld, Region, Entrance, Item, ItemClassification, CollectionState
from .Items import AquariaItem, ItemNames
from .Locations import AquariaLocations, AquariaLocation, AquariaLocationNames
@@ -34,15 +34,10 @@ def _has_li(state: CollectionState, player: int) -> bool:
return state.has(ItemNames.LI_AND_LI_SONG, player)
DAMAGING_ITEMS:Iterable[str] = [
ItemNames.ENERGY_FORM, ItemNames.NATURE_FORM, ItemNames.BEAST_FORM,
ItemNames.LI_AND_LI_SONG, ItemNames.BABY_NAUTILUS, ItemNames.BABY_PIRANHA,
ItemNames.BABY_BLASTER
]
def _has_damaging_item(state: CollectionState, player: int, damaging_items:Iterable[str] = DAMAGING_ITEMS) -> bool:
"""`player` in `state` has the an item that do damage other than the ones in `to_remove`"""
return state.has_any(damaging_items, player)
def _has_damaging_item(state: CollectionState, player: int) -> bool:
"""`player` in `state` has the shield song item"""
return state.has_any({ItemNames.ENERGY_FORM, ItemNames.NATURE_FORM, ItemNames.BEAST_FORM, ItemNames.LI_AND_LI_SONG,
ItemNames.BABY_NAUTILUS, ItemNames.BABY_PIRANHA, ItemNames.BABY_BLASTER}, player)
def _has_energy_attack_item(state: CollectionState, player: int) -> bool:
@@ -571,11 +566,9 @@ class AquariaRegions:
self.__connect_one_way_regions(self.openwater_tr, self.openwater_tr_turtle,
lambda state: _has_beast_form_or_arnassi_armor(state, self.player))
self.__connect_one_way_regions(self.openwater_tr_turtle, self.openwater_tr)
damaging_items_minus_nature_form = [item for item in DAMAGING_ITEMS if item != ItemNames.NATURE_FORM]
self.__connect_one_way_regions(self.openwater_tr, self.openwater_tr_urns,
lambda state: _has_bind_song(state, self.player) or
_has_damaging_item(state, self.player,
damaging_items_minus_nature_form))
_has_damaging_item(state, self.player))
self.__connect_regions(self.openwater_tr, self.openwater_br)
self.__connect_regions(self.openwater_tr, self.mithalas_city)
self.__connect_regions(self.openwater_tr, self.veil_b)

View File

@@ -1,9 +1,10 @@
from dataclasses import dataclass
import os
import io
from typing import TYPE_CHECKING, Dict, List, Optional, cast
import zipfile
from BaseClasses import Location
from worlds.Files import APPlayerContainer
from worlds.Files import APContainer, AutoPatchRegister
from .Enum import CivVICheckType
from .Locations import CivVILocation, CivVILocationData
@@ -25,19 +26,22 @@ class CivTreeItem:
ui_tree_row: int
class CivVIContainer(APPlayerContainer):
class CivVIContainer(APContainer, metaclass=AutoPatchRegister):
"""
Responsible for generating the dynamic mod files for the Civ VI multiworld
"""
game: Optional[str] = "Civilization VI"
patch_file_ending = ".apcivvi"
def __init__(self, patch_data: Dict[str, str], base_path: str = "", output_directory: str = "",
def __init__(self, patch_data: Dict[str, str] | io.BytesIO, base_path: str = "", output_directory: str = "",
player: Optional[int] = None, player_name: str = "", server: str = ""):
self.patch_data = patch_data
self.file_path = base_path
container_path = os.path.join(output_directory, base_path + ".apcivvi")
super().__init__(container_path, player, player_name, server)
if isinstance(patch_data, io.BytesIO):
super().__init__(patch_data, player, player_name, server)
else:
self.patch_data = patch_data
self.file_path = base_path
container_path = os.path.join(output_directory, base_path + ".apcivvi")
super().__init__(container_path, player, player_name, server)
def write_contents(self, opened_zipfile: zipfile.ZipFile) -> None:
for filename, yml in self.patch_data.items():

View File

@@ -20,17 +20,16 @@ A short period after receiving an item, you will get a notification indicating y
## FAQs
- Do I need the DLC to play this?
- You need both expansions, Rise & Fall and Gathering Storm. You do not need the other DLCs but they fully work with this.
- Yes, you need both Rise & Fall and Gathering Storm.
- Does this work with Multiplayer?
- It does not and, despite my best efforts, probably won't until there's a new way for external programs to be able to interact with the game.
- Does this work with other mods?
- A lot of mods seem to work without issues combined with this, but you should avoid any mods that change things in the tech or civic tree, as even if they would work it could cause issues with the logic.
- Does my mod that reskins Barbarians as various Pro Wrestlers work with this?
- Only one way to find out! Any mods that modify techs/civics will most likely cause issues, though.
- "Help! I can't see any of the items that have been sent to me!"
- Both trees by default will show you the researchable Archipelago locations. To view the normal tree, you can click "Toggle Archipelago Tree" in the top-left corner of the tree view.
- "Oh no! I received the Machinery tech and now instead of getting an Archer next turn, I have to wait an additional 10 turns to get a Crossbowman!"
- Vanilla prevents you from building units of the same class from an earlier tech level after you have researched a later variant. For example, this could be problematic if someone unlocks Crossbowmen for you right out the gate since you won't be able to make Archers (which have a much lower production cost).
- Solution: You can now go in to the tech tree, click "Toggle Archipelago Tree" to view your unlocked techs, and then can click any tech you have unlocked to toggle whether it is currently active or not.
- If you think you should be able to make Field Cannons but seemingly can't try disabling `Telecommunications`
Solution: You can now go in to the tech tree, click "Toggle Archipelago Tree" to view your unlocked techs, and then can click any tech you have unlocked to toggle whether it is currently active or not.
- "How does DeathLink work? Am I going to have to start a new game every time one of my friends dies?"
- Heavens no, my fellow Archipelago appreciator. When configuring your Archipelago options for Civilization on the options page, there are several choices available for you to fine tune the way you'd like to be punished for the follies of your friends. These include: Having a random unit destroyed, losing a percentage of gold or faith, or even losing a point on your era score. If you can't make up your mind, you can elect to have any of them be selected every time a death link is sent your way.
In the event you lose one of your units in combat (this means captured units don't count), then you will send a death link event to the rest of your friends.
@@ -40,8 +39,7 @@ A short period after receiving an item, you will get a notification indicating y
1. `TECH_WRITING`
2. `TECH_EDUCATION`
3. `TECH_CHEMISTRY`
- An important thing to note is that the seaport is part of progressive industrial zones, due to electricity having both an industrial zone building and the seaport.
- If you want to see the details around each item, you can review [this file](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/civ_6/data/progressive_districts.py).
- If you want to see the details around each item, you can review [this file](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/civ_6/data/progressive_districts.json).
## Boostsanity
Boostsanity takes all of the Eureka & Inspiration events and makes them location checks. This feature is the one to change up the way Civilization is played in an AP multiworld/randomizer. What normally are mundane tasks that are passively collected now become a novel and interesting bucket list that you need to pay attention to in order to unlock items for yourself and others!
@@ -58,3 +56,4 @@ Boosts have logic associated with them in order to verify you can always reach t
- The unpredictable timing of boosts and unlocking them can occasionally lead to scenarios where you'll have to first encounter a locked era defeat and then load a previous save. To help reduce the frequency of this, local `PROGRESSIVE_ERA` items will never be located at a boost check.
- There's too many boosts, how will I know which one's I should focus on?!
- In order to give a little more focus to all the boosts rather than just arbitrarily picking them at random, items in both of the vanilla trees will now have an advisor icon on them if its associated boost contains a progression item.

View File

@@ -6,14 +6,12 @@ This guide is meant to help you get up and running with Civilization VI in Archi
The following are required in order to play Civ VI in Archipelago:
- Windows OS (Firaxis does not support the necessary tooling for Mac, or Linux).
- Windows OS (Firaxis does not support the necessary tooling for Mac, or Linux)
- Installed [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
- Installed [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases) v0.4.5 or higher.
- The latest version of the [Civ VI AP Mod](https://github.com/hesto2/civilization_archipelago_mod/releases/latest).
- A copy of the game `Civilization VI` including the two expansions `Rise & Fall` and `Gathering Storm` (both the Steam and Epic version should work).
## Enabling the tuner
In the main menu, navigate to the "Game Options" page. On the "Game" menu, make sure that "Tuner (disables achievements)" is enabled.
@@ -22,32 +20,27 @@ In the main menu, navigate to the "Game Options" page. On the "Game" menu, make
1. Download and unzip the latest release of the mod from [GitHub](https://github.com/hesto2/civilization_archipelago_mod/releases/latest).
2. Copy the folder containing the mod files to your Civ VI mods folder. On Windows, this is usually located at `C:\Users\YOUR_USER\Documents\My Games\Sid Meier's Civilization VI\Mods`. If you use OneDrive, check if the folder is instead located in your OneDrive file structure, and use that path when relevant in future steps.
2. Copy the folder containing the mod files to your Civ VI mods folder. On Windows, this is usually located at `C:\Users\YOUR_USER\Documents\My Games\Sid Meier's Civilization VI\Mods`. If you use OneDrive, check if the folder is instead located in your OneDrive file structure.
3. After the Archipelago host generates a game, you should be given a `.apcivvi` file. Associate the file with the Archipelago Launcher and double click it.
4. Copy the contents of the new folder it generates (it will have the same name as the `.apcivvi` file) into your Civilization VI Archipelago Mod folder. If double clicking the `.apcivvi` file doesn't generate a folder, you can instead open it as a zip file. You can do this by either right clicking it and opening it with a program that handles zip files, or by right clicking and renaming the file extension from `apcivvi` to `zip`.
4. Copy the contents of the new folder it generates (it will have the same name as the `.apcivvi` file) into your Civilization VI Archipelago Mod folder. If double clicking the `.apcivvi` file doesn't generate a folder, you can just rename it to a file ending with `.zip` and extract its contents to a new folder. To do this, right click the `.apcivvi` file and click "Rename", make sure it ends in `.zip`, then right click it again and select "Extract All".
5. Place the files generated from the `.apcivvi` in your archipelago mod folder (there should be five files placed there from the apcivvi file, overwrite if asked). Your mod path should look something like `C:\Users\YOUR_USER\Documents\My Games\Sid Meier's Civilization VI\Mods\civilization_archipelago_mod`.
5. Your finished mod folder should look something like this:
- Civ VI Mods Directory
- civilization_archipelago_mod
- NewItems.xml
- InitOptions.lua
- Archipelago.modinfo
- All the other mod files, etc.
## Configuring your game
Make sure you enable the mod in the main title under Additional Content > Mods. When configuring your game, make sure to start the game in the Ancient Era and leave all settings related to starting technologies and civics as the defaults. Other than that, configure difficulty, AI, etc. as you normally would.
When configuring your game, make sure to start the game in the Ancient Era and leave all settings related to starting technologies and civics as the defaults. Other than that, configure difficulty, AI, etc. as you normally would.
## Troubleshooting
- If you have troubles with file extension related stuff, make sure Windows shows file extensions as they are turned off by default. If you don't know how to turn them on it is just a quick google search away.
- If you are getting an error: "The remote computer refused the network connection", or something else related to the client (or tuner) not being able to connect, it likely indicates the tuner is not actually enabled. One simple way to verify that it is enabled is, after completing the setup steps, go to Main Menu &rarr; Options &rarr; Look for an option named "Tuner" and verify it is set to "Enabled"
- If your game gets in a state where someone has sent you items or you have sent locations but these are not correctly sent to the multiworld, you can run `/resync` from the Civ 6 client. This may take up to a minute depending on how many items there are. This can resend certain items to you, like one time bonuses.
- If the archipelago mod does not appear in the mod selector in the game, make sure the mod is correctly placed as a folder in the `Sid Meier's Civilization VI\Mods` folder, there should not be any loose files in there only folders. As in the path should look something like `C:\Users\YOUR_USER\Documents\My Games\Sid Meier's Civilization VI\Mods\civilization_archipelago_mod`.
- If it still does not appear make sure you have the right folder, one way to verify you are in the right place is to find the general folder area where your Civ VI save files are located.
- If you get an error when trying to start a game saying `Error - One or more Mods failed to load content`, make sure the files from the `.apcivvi` are placed into the `civilization_archipelago_mod` as loose files and not as a folder.
- If you still have any errors make sure the two expansions Rise & Fall and Gathering Storm are active in the mod selector (all the official DLC works without issues but Rise & Fall and Gathering Storm are required for the mod).
- If boostsanity is enabled and those items are not being sent out but regular techs are, make sure you placed the files from your new room in the mod folder.
- If your game gets in a state where someone has sent you items or you have sent locations but these are not correctly sent to the multiworld, you can run `/resync` from the Civ 6 client. This may take up to a minute depending on how many items there are.

View File

@@ -2893,18 +2893,3 @@ dog_bite_ice_trap_fix = [
0x25291CB8, # ADDIU T1, T1, 0x1CB8
0x01200008 # JR T1
]
shimmy_speed_modifier = [
# Increases the player's speed while shimmying as long as they are not holding down Z. If they are holding Z, it
# will be the normal speed, allowing it to still be used to set up any tricks that might require the normal speed
# (like Left Tower Skip).
0x3C088038, # LUI T0, 0x8038
0x91087D7E, # LBU T0, 0x7D7E (T0)
0x31090020, # ANDI T1, T0, 0x0020
0x3C0A800A, # LUI T2, 0x800A
0x240B005A, # ADDIU T3, R0, 0x005A
0x55200001, # BNEZL T1, [forward 0x01]
0x240B0032, # ADDIU T3, R0, 0x0032
0xA14B3641, # SB T3, 0x3641 (T2)
0x0800B7C3 # J 0x8002DF0C
]

View File

@@ -424,7 +424,6 @@ class PantherDash(Choice):
class IncreaseShimmySpeed(Toggle):
"""
Increases the speed at which characters shimmy left and right while hanging on ledges.
Hold Z to use the regular speed in case it's needed to do something.
"""
display_name = "Increase Shimmy Speed"

View File

@@ -607,10 +607,9 @@ class CV64PatchExtensions(APPatchExtension):
rom_data.write_int32(0xAA530, 0x080FF880) # J 0x803FE200
rom_data.write_int32s(0xBFE200, patches.coffin_cutscene_skipper)
# Shimmy speed increase hack
# Increase shimmy speed
if options["increase_shimmy_speed"]:
rom_data.write_int32(0x97EB4, 0x803FE9F0)
rom_data.write_int32s(0xBFE9F0, patches.shimmy_speed_modifier)
rom_data.write_byte(0xA4241, 0x5A)
# Disable landing fall damage
if options["fall_guard"]:

View File

@@ -211,8 +211,7 @@ class CVCotMWorld(World):
"ignore_cleansing": self.options.ignore_cleansing.value,
"skip_tutorials": self.options.skip_tutorials.value,
"required_last_keys": self.required_last_keys,
"completion_goal": self.options.completion_goal.value,
"nerf_roc_wing": self.options.nerf_roc_wing.value}
"completion_goal": self.options.completion_goal.value}
def get_filler_item_name(self) -> str:
return self.random.choice(FILLER_ITEM_NAMES)

View File

@@ -48,17 +48,11 @@ class OtherGameAppearancesInfo(TypedDict):
other_game_item_appearances: Dict[str, Dict[str, OtherGameAppearancesInfo]] = {
# NOTE: Symphony of the Night and Harmony of Dissonance are custom worlds that are not core verified.
# NOTE: Symphony of the Night is currently an unsupported world not in main.
"Symphony of the Night": {"Life Vessel": {"type": 0xE4,
"appearance": 0x01},
"Heart Vessel": {"type": 0xE4,
"appearance": 0x00}},
"Castlevania - Harmony of Dissonance": {"Life Max Up": {"type": 0xE4,
"appearance": 0x01},
"Heart Max Up": {"type": 0xE4,
"appearance": 0x00}},
"Timespinner": {"Max HP": {"type": 0xE4,
"appearance": 0x01},
"Max Aura": {"type": 0xE4,
@@ -734,8 +728,8 @@ def get_start_inventory_data(world: "CVCotMWorld") -> Tuple[Dict[int, bytes], bo
magic_items_array[array_offset] += 1
# Add the start inventory arrays to the offset data in bytes form.
start_inventory_data[0x690080] = bytes(magic_items_array)
start_inventory_data[0x6900A0] = bytes(cards_array)
start_inventory_data[0x680080] = bytes(magic_items_array)
start_inventory_data[0x6800A0] = bytes(cards_array)
# Add the extra max HP/MP/Hearts to all classes' base stats. Doing it this way makes us less likely to hit the max
# possible Max Ups.

View File

@@ -132,40 +132,40 @@ start_inventory_giver = [
# Magic Items
0x13, 0x48, # ldr r0, =0x202572F
0x14, 0x49, # ldr r1, =0x8690080
0x14, 0x49, # ldr r1, =0x8680080
0x00, 0x22, # mov r2, #0
0x8B, 0x5C, # ldrb r3, [r1, r2]
0x83, 0x54, # strb r3, [r0, r2]
0x01, 0x32, # adds r2, #1
0x08, 0x2A, # cmp r2, #8
0xFA, 0xDB, # blt 0x8690006
0xFA, 0xDB, # blt 0x8680006
# Max Ups
0x11, 0x48, # ldr r0, =0x202572C
0x12, 0x49, # ldr r1, =0x8690090
0x12, 0x49, # ldr r1, =0x8680090
0x00, 0x22, # mov r2, #0
0x8B, 0x5C, # ldrb r3, [r1, r2]
0x83, 0x54, # strb r3, [r0, r2]
0x01, 0x32, # adds r2, #1
0x03, 0x2A, # cmp r2, #3
0xFA, 0xDB, # blt 0x8690016
0xFA, 0xDB, # blt 0x8680016
# Cards
0x0F, 0x48, # ldr r0, =0x2025674
0x10, 0x49, # ldr r1, =0x86900A0
0x10, 0x49, # ldr r1, =0x86800A0
0x00, 0x22, # mov r2, #0
0x8B, 0x5C, # ldrb r3, [r1, r2]
0x83, 0x54, # strb r3, [r0, r2]
0x01, 0x32, # adds r2, #1
0x14, 0x2A, # cmp r2, #0x14
0xFA, 0xDB, # blt 0x8690026
0xFA, 0xDB, # blt 0x8680026
# Inventory Items (not currently supported)
0x0D, 0x48, # ldr r0, =0x20256ED
0x0E, 0x49, # ldr r1, =0x86900C0
0x0E, 0x49, # ldr r1, =0x86800C0
0x00, 0x22, # mov r2, #0
0x8B, 0x5C, # ldrb r3, [r1, r2]
0x83, 0x54, # strb r3, [r0, r2]
0x01, 0x32, # adds r2, #1
0x36, 0x2A, # cmp r2, #36
0xFA, 0xDB, # blt 0x8690036
0xFA, 0xDB, # blt 0x8680036
# Return to the function that checks for Magician Mode.
0xBA, 0x21, # movs r1, #0xBA
0x89, 0x00, # lsls r1, r1, #2
@@ -176,13 +176,13 @@ start_inventory_giver = [
# LDR number pool
0x78, 0x7F, 0x00, 0x08,
0x2F, 0x57, 0x02, 0x02,
0x80, 0x00, 0x69, 0x08,
0x80, 0x00, 0x68, 0x08,
0x2C, 0x57, 0x02, 0x02,
0x90, 0x00, 0x69, 0x08,
0x90, 0x00, 0x68, 0x08,
0x74, 0x56, 0x02, 0x02,
0xA0, 0x00, 0x69, 0x08,
0xA0, 0x00, 0x68, 0x08,
0xED, 0x56, 0x02, 0x02,
0xC0, 0x00, 0x69, 0x08,
0xC0, 0x00, 0x68, 0x08,
]
max_max_up_checker = [

View File

@@ -3,7 +3,7 @@
## Quick Links
- [Setup](/tutorial/Castlevania%20-%20Circle%20of%20the%20Moon/setup/en)
- [Options Page](/games/Castlevania%20-%20Circle%20of%20the%20Moon/player-options)
- [PopTracker Pack](https://github.com/BowserCrusher/Circle-of-the-Moon-AP-Tracker/releases/latest)
- [PopTracker Pack](https://github.com/sassyvania/Circle-of-the-Moon-Rando-AP-Map-Tracker-/releases/latest)
- [Repo for the original, standalone CotMR](https://github.com/calm-palm/cotm-randomizer)
- [Web version of the above randomizer](https://rando.circleofthemoon.com/)
- [A more in-depth guide to CotMR's nuances](https://docs.google.com/document/d/1uot4BD9XW7A--A8ecgoY8mLK_vSoQRpY5XCkzgas87c/view?usp=sharing)

View File

@@ -22,7 +22,7 @@ clear it.
## Optional Software
- [Castlevania: Circle of the Moon AP Tracker](https://github.com/BowserCrusher/Circle-of-the-Moon-AP-Tracker/releases/latest), for use with
- [Castlevania: Circle of the Moon AP Tracker](https://github.com/sassyvania/Circle-of-the-Moon-Rando-AP-Map-Tracker-/releases/latest), for use with
[PopTracker](https://github.com/black-sliver/PopTracker/releases).
## Generating and Patching a Game
@@ -64,7 +64,7 @@ perfectly safe to make progress offline; everything will re-sync when you reconn
Castlevania: Circle of the Moon has a fully functional map tracker that supports auto-tracking.
1. Download [Castlevania: Circle of the Moon AP Tracker](https://github.com/BowserCrusher/Circle-of-the-Moon-AP-Tracker/releases/latest) and
1. Download [Castlevania: Circle of the Moon AP Tracker](https://github.com/sassyvania/Circle-of-the-Moon-Rando-AP-Map-Tracker-/releases/latest) and
[PopTracker](https://github.com/black-sliver/PopTracker/releases).
2. Put the tracker pack into `packs/` in your PopTracker install.
3. Open PopTracker, and load the Castlevania: Circle of the Moon pack.

View File

@@ -335,8 +335,8 @@ class CVCotMPatchExtensions(APPatchExtension):
rom_data.write_bytes(0x679A60, patches.kickless_roc_height_shortener)
# Give the player their Start Inventory upon entering their name on a new file.
rom_data.write_bytes(0x7F70, [0x00, 0x48, 0x87, 0x46, 0x00, 0x00, 0x69, 0x08])
rom_data.write_bytes(0x690000, patches.start_inventory_giver)
rom_data.write_bytes(0x7F70, [0x00, 0x48, 0x87, 0x46, 0x00, 0x00, 0x68, 0x08])
rom_data.write_bytes(0x680000, patches.start_inventory_giver)
# Prevent Max Ups from exceeding 255.
rom_data.write_bytes(0x5E170, [0x00, 0x4A, 0x97, 0x46, 0x00, 0x00, 0x6A, 0x08])

View File

@@ -884,7 +884,7 @@ location_tables: Dict[str, List[DS3LocationData]] = {
DS3LocationData("RS: Homeward Bone - balcony by Farron Keep", "Homeward Bone x2"),
DS3LocationData("RS: Titanite Shard - woods, surrounded by enemies", "Titanite Shard"),
DS3LocationData("RS: Twin Dragon Greatshield - woods by Crucifixion Woods bonfire",
"Twin Dragon Greatshield", missable=True), # After Eclipse
"Twin Dragon Greatshield"),
DS3LocationData("RS: Sorcerer Hood - water beneath stronghold", "Sorcerer Hood",
hidden=True), # Hidden fall
DS3LocationData("RS: Sorcerer Robe - water beneath stronghold", "Sorcerer Robe",
@@ -1887,7 +1887,7 @@ location_tables: Dict[str, List[DS3LocationData]] = {
DS3LocationData("AL: Twinkling Titanite - lizard after light cathedral #2",
"Twinkling Titanite", lizard=True),
DS3LocationData("AL: Aldrich's Ruby - dark cathedral, miniboss", "Aldrich's Ruby",
miniboss=True, missable=True), # Deep Accursed drop, missable after defeating Aldrich
miniboss=True), # Deep Accursed drop
DS3LocationData("AL: Aldrich Faithful - water reserves, talk to McDonnel", "Aldrich Faithful",
hidden=True), # Behind illusory wall

View File

@@ -75,13 +75,6 @@ class DarkSouls3World(World):
"""The pool of all items within this particular world. This is a subset of
`self.multiworld.itempool`."""
missable_dupe_prog_locs: Set[str] = {"PC: Storm Ruler - Siegward",
"US: Pyromancy Flame - Cornyx",
"US: Tower Key - kill Irina"}
"""Locations whose vanilla item is a missable duplicate of a non-missable progression item.
If vanilla, these locations shouldn't be expected progression, so they aren't created and don't get rules.
"""
def __init__(self, multiworld: MultiWorld, player: int):
super().__init__(multiworld, player)
self.all_excluded_locations = set()
@@ -265,7 +258,10 @@ class DarkSouls3World(World):
new_location.progress_type = LocationProgressType.EXCLUDED
else:
# Don't allow missable duplicates of progression items to be expected progression.
if location.name in self.missable_dupe_prog_locs: continue
if location.name in {"PC: Storm Ruler - Siegward",
"US: Pyromancy Flame - Cornyx",
"US: Tower Key - kill Irina"}:
continue
# Replace non-randomized items with events that give the default item
event_item = (
@@ -709,7 +705,7 @@ class DarkSouls3World(World):
if self._is_location_available("US: Young White Branch - by white tree #2"):
self._add_item_rule(
"US: Young White Branch - by white tree #2",
lambda item: item.player != self.player or not item.data.unique
lambda item: item.player == self.player and not item.data.unique
)
# Make sure the Storm Ruler is available BEFORE Yhorm the Giant
@@ -1290,9 +1286,8 @@ class DarkSouls3World(World):
data = location_dictionary[location]
if data.dlc and not self.options.enable_dlc: continue
if data.ngp and not self.options.enable_ngp: continue
# Don't add rules to missable duplicates of progression items
if location in self.missable_dupe_prog_locs and not self._is_location_available(location): continue
if not self._is_location_available(location): continue
if isinstance(rule, str):
assert item_dictionary[rule].classification == ItemClassification.progression
rule = lambda state, item=rule: state.has(item, self.player)

View File

@@ -73,7 +73,7 @@ things to keep in mind:
* To run the game itself, just run `launchmod_darksouls3.bat` under Proton.
[.NET Runtime]: https://dotnet.microsoft.com/en-us/download/dotnet/6.0
[.NET Runtime]: https://dotnet.microsoft.com/en-us/download/dotnet/8.0
[WINE]: https://www.winehq.org/
## Troubleshooting

View File

@@ -802,10 +802,8 @@ def connect_regions(world: World, level_list):
for i in range(0, len(kremwood_forest_levels) - 1):
connect(world, world.player, names, LocationName.kremwood_forest_region, kremwood_forest_levels[i])
connection = connect(world, world.player, names, LocationName.kremwood_forest_region, kremwood_forest_levels[-1],
lambda state: (state.can_reach(LocationName.riverside_race_flag, "Location", world.player)))
world.multiworld.register_indirect_condition(world.get_location(LocationName.riverside_race_flag).parent_region,
connection)
connect(world, world.player, names, LocationName.kremwood_forest_region, kremwood_forest_levels[-1],
lambda state: (state.can_reach(LocationName.riverside_race_flag, "Location", world.player)))
# Cotton-Top Cove Connections
cotton_top_cove_levels = [
@@ -839,11 +837,8 @@ def connect_regions(world: World, level_list):
connect(world, world.player, names, LocationName.mekanos_region, LocationName.sky_high_secret_region,
lambda state: (state.has(ItemName.bowling_ball, world.player, 1)))
else:
connection = connect(world, world.player, names, LocationName.mekanos_region,
LocationName.sky_high_secret_region,
lambda state: (state.can_reach(LocationName.bleaks_house, "Location", world.player)))
world.multiworld.register_indirect_condition(world.get_location(LocationName.bleaks_house).parent_region,
connection)
connect(world, world.player, names, LocationName.mekanos_region, LocationName.sky_high_secret_region,
lambda state: (state.can_reach(LocationName.bleaks_house, "Location", world.player)))
# K3 Connections
k3_levels = [
@@ -951,4 +946,3 @@ def connect(world: World, player: int, used_names: typing.Dict[str, int], source
source_region.exits.append(connection)
connection.connect(target_region)
return connection

View File

@@ -280,19 +280,16 @@ def set_boss_door_requirements_rules(player, world):
set_rule(world.get_entrance("Boss Door", player), has_3_swords)
def set_lfod_self_obtained_items_rules(world_options, player, multiworld):
def set_lfod_self_obtained_items_rules(world_options, player, world):
if world_options.item_shuffle != Options.ItemShuffle.option_disabled:
return
world = multiworld.worlds[player]
set_rule(world.get_entrance("Vines"),
set_rule(world.get_entrance("Vines", player),
lambda state: state.has("Incredibly Important Pack", player))
set_rule(world.get_entrance("Behind Rocks"),
set_rule(world.get_entrance("Behind Rocks", player),
lambda state: state.can_reach("Cut Content", 'region', player))
multiworld.register_indirect_condition(world.get_region("Cut Content"), world.get_entrance("Behind Rocks"))
set_rule(world.get_entrance("Pickaxe Hard Cave"),
set_rule(world.get_entrance("Pickaxe Hard Cave", player),
lambda state: state.can_reach("Cut Content", 'region', player) and
state.has("Name Change Pack", player))
multiworld.register_indirect_condition(world.get_region("Cut Content"), world.get_entrance("Pickaxe Hard Cave"))
def set_lfod_shuffled_items_rules(world_options, player, world):

View File

@@ -69,9 +69,7 @@ class FactorioContext(CommonContext):
# updated by spinup server
mod_version: Version = Version(0, 0, 0)
def __init__(self, server_address, password, filter_item_sends: bool, bridge_chat_out: bool,
rcon_port: int, rcon_password: str, server_settings_path: str | None,
factorio_server_args: tuple[str, ...]):
def __init__(self, server_address, password, filter_item_sends: bool, bridge_chat_out: bool):
super(FactorioContext, self).__init__(server_address, password)
self.send_index: int = 0
self.rcon_client = None
@@ -84,10 +82,6 @@ class FactorioContext(CommonContext):
self.filter_item_sends: bool = filter_item_sends
self.multiplayer: bool = False # whether multiple different players have connected
self.bridge_chat_out: bool = bridge_chat_out
self.rcon_port: int = rcon_port
self.rcon_password: str = rcon_password
self.server_settings_path: str = server_settings_path
self.additional_factorio_server_args = factorio_server_args
@property
def energylink_key(self) -> str:
@@ -132,18 +126,6 @@ class FactorioContext(CommonContext):
self.rcon_client.send_command(f"/ap-print [font=default-large-bold]Archipelago:[/font] "
f"{text}")
@property
def server_args(self) -> tuple[str, ...]:
if self.server_settings_path:
return (
"--rcon-port", str(self.rcon_port),
"--rcon-password", self.rcon_password,
"--server-settings", self.server_settings_path,
*self.additional_factorio_server_args)
else:
return ("--rcon-port", str(self.rcon_port), "--rcon-password", self.rcon_password,
*self.additional_factorio_server_args)
@property
def energy_link_status(self) -> str:
if not self.energy_link_increment:
@@ -329,7 +311,7 @@ async def factorio_server_watcher(ctx: FactorioContext):
executable, "--create", savegame_name, "--preset", "archipelago"
))
factorio_process = subprocess.Popen((executable, "--start-server", savegame_name,
*ctx.server_args),
*(str(elem) for elem in server_args)),
stderr=subprocess.PIPE,
stdout=subprocess.PIPE,
stdin=subprocess.DEVNULL,
@@ -349,7 +331,7 @@ async def factorio_server_watcher(ctx: FactorioContext):
factorio_queue.task_done()
if not ctx.rcon_client and "Starting RCON interface at IP ADDR:" in msg:
ctx.rcon_client = factorio_rcon.RCONClient("localhost", ctx.rcon_port, ctx.rcon_password,
ctx.rcon_client = factorio_rcon.RCONClient("localhost", rcon_port, rcon_password,
timeout=5)
if not ctx.server:
logger.info("Established bridge to Factorio Server. "
@@ -440,7 +422,7 @@ async def factorio_spinup_server(ctx: FactorioContext) -> bool:
executable, "--create", savegame_name
))
factorio_process = subprocess.Popen(
(executable, "--start-server", savegame_name, *ctx.server_args),
(executable, "--start-server", savegame_name, *(str(elem) for elem in server_args)),
stderr=subprocess.PIPE,
stdout=subprocess.PIPE,
stdin=subprocess.DEVNULL,
@@ -469,7 +451,7 @@ async def factorio_spinup_server(ctx: FactorioContext) -> bool:
"or a Factorio sharing data directories is already running. "
"Server could not start up.")
if not rcon_client and "Starting RCON interface at IP ADDR:" in msg:
rcon_client = factorio_rcon.RCONClient("localhost", ctx.rcon_port, ctx.rcon_password)
rcon_client = factorio_rcon.RCONClient("localhost", rcon_port, rcon_password)
if ctx.mod_version == ctx.__class__.mod_version:
raise Exception("No Archipelago mod was loaded. Aborting.")
await get_info(ctx, rcon_client)
@@ -492,8 +474,9 @@ async def factorio_spinup_server(ctx: FactorioContext) -> bool:
return False
async def main(make_context):
ctx = make_context()
async def main(args, filter_item_sends: bool, filter_bridge_chat_out: bool):
ctx = FactorioContext(args.connect, args.password, filter_item_sends, filter_bridge_chat_out)
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
if gui_enabled:
@@ -526,42 +509,38 @@ class FactorioJSONtoTextParser(JSONtoTextParser):
return self._handle_text(node)
parser = get_base_parser(description="Optional arguments to FactorioClient follow. "
"Remaining arguments get passed into bound Factorio instance."
"Refer to Factorio --help for those.")
parser.add_argument('--rcon-port', default='24242', type=int, help='Port to use to communicate with Factorio')
parser.add_argument('--rcon-password', help='Password to authenticate with RCON.')
parser.add_argument('--server-settings', help='Factorio server settings configuration file.')
args, rest = parser.parse_known_args()
rcon_port = args.rcon_port
rcon_password = args.rcon_password if args.rcon_password else ''.join(
random.choice(string.ascii_letters) for x in range(32))
factorio_server_logger = logging.getLogger("FactorioServer")
settings: FactorioSettings = get_settings().factorio_options
if os.path.samefile(settings.executable, sys.executable):
selected_executable = settings.executable
settings.executable = FactorioSettings.executable # reset to default
raise Exception(f"Factorio Client was set to run itself {selected_executable}, aborting process bomb.")
raise Exception(f"FactorioClient was set to run itself {selected_executable}, aborting process bomb.")
executable = settings.executable
server_settings = args.server_settings if args.server_settings \
else getattr(settings, "server_settings", None)
server_args = ("--rcon-port", rcon_port, "--rcon-password", rcon_password)
def launch(*new_args: str):
def launch():
import colorama
global executable
global executable, server_settings, server_args
colorama.just_fix_windows_console()
# args handling
parser = get_base_parser(description="Optional arguments to Factorio Client follow. "
"Remaining arguments get passed into bound Factorio instance."
"Refer to Factorio --help for those.")
parser.add_argument('--rcon-port', default='24242', type=int, help='Port to use to communicate with Factorio')
parser.add_argument('--rcon-password', help='Password to authenticate with RCON.')
parser.add_argument('--server-settings', help='Factorio server settings configuration file.')
args, rest = parser.parse_known_args(args=new_args)
rcon_port = args.rcon_port
rcon_password = args.rcon_password if args.rcon_password else ''.join(
random.choice(string.ascii_letters) for _ in range(32))
server_settings = args.server_settings if args.server_settings \
else getattr(settings, "server_settings", None)
if server_settings:
server_settings = os.path.abspath(server_settings)
if not os.path.isfile(server_settings):
raise FileNotFoundError(f"Could not find file {server_settings} for server_settings. Aborting.")
initial_filter_item_sends = bool(settings.filter_item_sends)
initial_bridge_chat_out = bool(settings.bridge_chat_out)
@@ -575,9 +554,14 @@ def launch(*new_args: str):
else:
raise FileNotFoundError(f"Path {executable} is not an executable file.")
asyncio.run(main(lambda: FactorioContext(
args.connect, args.password,
initial_filter_item_sends, initial_bridge_chat_out,
rcon_port, rcon_password, server_settings, rest
)))
if server_settings and os.path.isfile(server_settings):
server_args = (
"--rcon-port", rcon_port,
"--rcon-password", rcon_password,
"--server-settings", server_settings,
*rest)
else:
server_args = ("--rcon-port", rcon_port, "--rcon-password", rcon_password, *rest)
asyncio.run(main(args, initial_filter_item_sends, initial_bridge_chat_out))
colorama.deinit()

View File

@@ -67,7 +67,6 @@ class FactorioModFile(worlds.Files.APPlayerContainer):
game = "Factorio"
compression_method = zipfile.ZIP_DEFLATED # Factorio can't load LZMA archives
writing_tasks: List[Callable[[], Tuple[str, Union[str, bytes]]]]
patch_file_ending = ".zip"
def __init__(self, *args: Any, **kwargs: Any):
super().__init__(*args, **kwargs)

View File

@@ -22,9 +22,9 @@ from .Technologies import base_tech_table, recipe_sources, base_technology_table
from .settings import FactorioSettings
def launch_client(*args: str):
def launch_client():
from .Client import launch
launch_component(launch, name="Factorio Client", args=args)
launch_component(launch, name="FactorioClient")
components.append(Component("Factorio Client", func=launch_client, component_type=Type.CLIENT))

View File

@@ -1,328 +0,0 @@
import logging
from collections import deque
from typing import TYPE_CHECKING
from NetUtils import ClientStatus
import worlds._bizhawk as bizhawk
from worlds._bizhawk.client import BizHawkClient
if TYPE_CHECKING:
from worlds._bizhawk.context import BizHawkClientContext
base_id = 7000
logger = logging.getLogger("Client")
rom_name_location = 0x07FFE3
locations_array_start = 0x200
locations_array_length = 0x100
items_obtained = 0x03
gp_location_low = 0x1C
gp_location_middle = 0x1D
gp_location_high = 0x1E
weapons_arrays_starts = [0x118, 0x158, 0x198, 0x1D8]
armors_arrays_starts = [0x11C, 0x15C, 0x19C, 0x1DC]
status_a_location = 0x102
status_b_location = 0x0FC
status_c_location = 0x0A3
key_items = ["Lute", "Crown", "Crystal", "Herb", "Key", "Tnt", "Adamant", "Slab", "Ruby", "Rod",
"Floater", "Chime", "Tail", "Cube", "Bottle", "Oxyale", "EarthOrb", "FireOrb", "WaterOrb", "AirOrb"]
consumables = ["Shard", "Tent", "Cabin", "House", "Heal", "Pure", "Soft"]
weapons = ["WoodenNunchucks", "SmallKnife", "WoodenRod", "Rapier", "IronHammer", "ShortSword", "HandAxe", "Scimitar",
"IronNunchucks", "LargeKnife", "IronStaff", "Sabre", "LongSword", "GreatAxe", "Falchon", "SilverKnife",
"SilverSword", "SilverHammer", "SilverAxe", "FlameSword", "IceSword", "DragonSword", "GiantSword",
"SunSword", "CoralSword", "WereSword", "RuneSword", "PowerRod", "LightAxe", "HealRod", "MageRod", "Defense",
"WizardRod", "Vorpal", "CatClaw", "ThorHammer", "BaneSword", "Katana", "Xcalber", "Masamune"]
armor = ["Cloth", "WoodenArmor", "ChainArmor", "IronArmor", "SteelArmor", "SilverArmor", "FlameArmor", "IceArmor",
"OpalArmor", "DragonArmor", "Copper", "Silver", "Gold", "Opal", "WhiteShirt", "BlackShirt", "WoodenShield",
"IronShield", "SilverShield", "FlameShield", "IceShield", "OpalShield", "AegisShield", "Buckler", "ProCape",
"Cap", "WoodenHelm", "IronHelm", "SilverHelm", "OpalHelm", "HealHelm", "Ribbon", "Gloves", "CopperGauntlets",
"IronGauntlets", "SilverGauntlets", "ZeusGauntlets", "PowerGauntlets", "OpalGauntlets", "ProRing"]
gold_items = ["Gold10", "Gold20", "Gold25", "Gold30", "Gold55", "Gold70", "Gold85", "Gold110", "Gold135", "Gold155",
"Gold160", "Gold180", "Gold240", "Gold255", "Gold260", "Gold295", "Gold300", "Gold315", "Gold330",
"Gold350", "Gold385", "Gold400", "Gold450", "Gold500", "Gold530", "Gold575", "Gold620", "Gold680",
"Gold750", "Gold795", "Gold880", "Gold1020", "Gold1250", "Gold1455", "Gold1520", "Gold1760", "Gold1975",
"Gold2000", "Gold2750", "Gold3400", "Gold4150", "Gold5000", "Gold5450", "Gold6400", "Gold6720",
"Gold7340", "Gold7690", "Gold7900", "Gold8135", "Gold9000", "Gold9300", "Gold9500", "Gold9900",
"Gold10000", "Gold12350", "Gold13000", "Gold13450", "Gold14050", "Gold14720", "Gold15000", "Gold17490",
"Gold18010", "Gold19990", "Gold20000", "Gold20010", "Gold26000", "Gold45000", "Gold65000"]
extended_consumables = ["FullCure", "Phoenix", "Blast", "Smoke",
"Refresh", "Flare", "Black", "Guard",
"Quick", "HighPotion", "Wizard", "Cloak"]
ext_consumables_lookup = {"FullCure": "Ext1", "Phoenix": "Ext2", "Blast": "Ext3", "Smoke": "Ext4",
"Refresh": "Ext1", "Flare": "Ext2", "Black": "Ext3", "Guard": "Ext4",
"Quick": "Ext1", "HighPotion": "Ext2", "Wizard": "Ext3", "Cloak": "Ext4"}
ext_consumables_locations = {"Ext1": 0x3C, "Ext2": 0x3D, "Ext3": 0x3E, "Ext4": 0x3F}
movement_items = ["Ship", "Bridge", "Canal", "Canoe"]
no_overworld_items = ["Sigil", "Mark"]
class FF1Client(BizHawkClient):
game = "Final Fantasy"
system = "NES"
weapons_queue: deque[int]
armor_queue: deque[int]
consumable_stack_amounts: dict[str, int] | None
def __init__(self) -> None:
self.wram = "RAM"
self.sram = "WRAM"
self.rom = "PRG ROM"
self.consumable_stack_amounts = None
self.weapons_queue = deque()
self.armor_queue = deque()
self.guard_character = 0x00
async def validate_rom(self, ctx: "BizHawkClientContext") -> bool:
try:
# Check ROM name/patch version
rom_name = ((await bizhawk.read(ctx.bizhawk_ctx, [(rom_name_location, 0x0D, self.rom)]))[0])
rom_name = rom_name.decode("ascii")
if rom_name != "FINAL FANTASY":
return False # Not a Final Fantasy 1 ROM
except bizhawk.RequestFailedError:
return False # Not able to get a response, say no for now
ctx.game = self.game
ctx.items_handling = 0b111
ctx.want_slot_data = True
# Resetting these in case of switching ROMs
self.consumable_stack_amounts = None
self.weapons_queue = deque()
self.armor_queue = deque()
return True
async def game_watcher(self, ctx: "BizHawkClientContext") -> None:
if ctx.server is None:
return
if ctx.slot is None:
return
try:
self.guard_character = await self.read_sram_value(ctx, status_a_location)
# If the first character's name starts with a 0 value, we're at the title screen/character creation.
# In that case, don't allow any read/writes.
# We do this by setting the guard to 1 because that's neither a valid character nor the initial value.
if self.guard_character == 0:
self.guard_character = 0x01
if self.consumable_stack_amounts is None:
self.consumable_stack_amounts = {}
self.consumable_stack_amounts["Shard"] = 1
other_consumable_amounts = await self.read_rom(ctx, 0x47400, 10)
self.consumable_stack_amounts["Tent"] = other_consumable_amounts[0] + 1
self.consumable_stack_amounts["Cabin"] = other_consumable_amounts[1] + 1
self.consumable_stack_amounts["House"] = other_consumable_amounts[2] + 1
self.consumable_stack_amounts["Heal"] = other_consumable_amounts[3] + 1
self.consumable_stack_amounts["Pure"] = other_consumable_amounts[4] + 1
self.consumable_stack_amounts["Soft"] = other_consumable_amounts[5] + 1
self.consumable_stack_amounts["Ext1"] = other_consumable_amounts[6] + 1
self.consumable_stack_amounts["Ext2"] = other_consumable_amounts[7] + 1
self.consumable_stack_amounts["Ext3"] = other_consumable_amounts[8] + 1
self.consumable_stack_amounts["Ext4"] = other_consumable_amounts[9] + 1
await self.location_check(ctx)
await self.received_items_check(ctx)
await self.process_weapons_queue(ctx)
await self.process_armor_queue(ctx)
except bizhawk.RequestFailedError:
# The connector didn't respond. Exit handler and return to main loop to reconnect
pass
async def location_check(self, ctx: "BizHawkClientContext"):
locations_data = await self.read_sram_values_guarded(ctx, locations_array_start, locations_array_length)
if locations_data is None:
return
locations_checked = []
if len(locations_data) > 0xFE and locations_data[0xFE] & 0x02 != 0 and not ctx.finished_game:
await ctx.send_msgs([
{"cmd": "StatusUpdate",
"status": ClientStatus.CLIENT_GOAL}
])
ctx.finished_game = True
for location in ctx.missing_locations:
# index will be - 0x100 or 0x200
index = location
if location < 0x200:
# Location is a chest
index -= 0x100
flag = 0x04
else:
# Location is an NPC
index -= 0x200
flag = 0x02
if locations_data[index] & flag != 0:
locations_checked.append(location)
found_locations = await ctx.check_locations(locations_checked)
for location in found_locations:
ctx.locations_checked.add(location)
location_name = ctx.location_names.lookup_in_game(location)
logger.info(
f'New Check: {location_name} ({len(ctx.locations_checked)}/'
f'{len(ctx.missing_locations) + len(ctx.checked_locations)})')
async def received_items_check(self, ctx: "BizHawkClientContext") -> None:
assert self.consumable_stack_amounts, "shouldn't call this function without reading consumable_stack_amounts"
write_list: list[tuple[int, list[int], str]] = []
items_received_count = await self.read_sram_value_guarded(ctx, items_obtained)
if items_received_count is None:
return
if items_received_count < len(ctx.items_received):
current_item = ctx.items_received[items_received_count]
current_item_id = current_item.item
current_item_name = ctx.item_names.lookup_in_game(current_item_id, ctx.game)
if current_item_name in key_items:
location = current_item_id - 0xE0
write_list.append((location, [1], self.sram))
elif current_item_name in movement_items:
location = current_item_id - 0x1E0
if current_item_name != "Canal":
write_list.append((location, [1], self.sram))
else:
write_list.append((location, [0], self.sram))
elif current_item_name in no_overworld_items:
if current_item_name == "Sigil":
location = 0x28
else:
location = 0x12
write_list.append((location, [1], self.sram))
elif current_item_name in gold_items:
gold_amount = int(current_item_name[4:])
current_gold_value = await self.read_sram_values_guarded(ctx, gp_location_low, 3)
if current_gold_value is None:
return
current_gold = int.from_bytes(current_gold_value, "little")
new_gold = min(gold_amount + current_gold, 999999)
lower_byte = new_gold % (2 ** 8)
middle_byte = (new_gold // (2 ** 8)) % (2 ** 8)
upper_byte = new_gold // (2 ** 16)
write_list.append((gp_location_low, [lower_byte], self.sram))
write_list.append((gp_location_middle, [middle_byte], self.sram))
write_list.append((gp_location_high, [upper_byte], self.sram))
elif current_item_name in consumables:
location = current_item_id - 0xE0
current_value = await self.read_sram_value_guarded(ctx, location)
if current_value is None:
return
amount_to_add = self.consumable_stack_amounts[current_item_name]
new_value = min(current_value + amount_to_add, 99)
write_list.append((location, [new_value], self.sram))
elif current_item_name in extended_consumables:
ext_name = ext_consumables_lookup[current_item_name]
location = ext_consumables_locations[ext_name]
current_value = await self.read_sram_value_guarded(ctx, location)
if current_value is None:
return
amount_to_add = self.consumable_stack_amounts[ext_name]
new_value = min(current_value + amount_to_add, 99)
write_list.append((location, [new_value], self.sram))
elif current_item_name in weapons:
self.weapons_queue.appendleft(current_item_id - 0x11B)
elif current_item_name in armor:
self.armor_queue.appendleft(current_item_id - 0x143)
write_list.append((items_obtained, [items_received_count + 1], self.sram))
write_successful = await self.write_sram_values_guarded(ctx, write_list)
if write_successful:
await bizhawk.display_message(ctx.bizhawk_ctx, f"Received {current_item_name}")
async def process_weapons_queue(self, ctx: "BizHawkClientContext"):
empty_slots = deque()
char1_slots = await self.read_sram_values_guarded(ctx, weapons_arrays_starts[0], 4)
char2_slots = await self.read_sram_values_guarded(ctx, weapons_arrays_starts[1], 4)
char3_slots = await self.read_sram_values_guarded(ctx, weapons_arrays_starts[2], 4)
char4_slots = await self.read_sram_values_guarded(ctx, weapons_arrays_starts[3], 4)
if char1_slots is None or char2_slots is None or char3_slots is None or char4_slots is None:
return
for i, slot in enumerate(char1_slots):
if slot == 0:
empty_slots.appendleft(weapons_arrays_starts[0] + i)
for i, slot in enumerate(char2_slots):
if slot == 0:
empty_slots.appendleft(weapons_arrays_starts[1] + i)
for i, slot in enumerate(char3_slots):
if slot == 0:
empty_slots.appendleft(weapons_arrays_starts[2] + i)
for i, slot in enumerate(char4_slots):
if slot == 0:
empty_slots.appendleft(weapons_arrays_starts[3] + i)
while len(empty_slots) > 0 and len(self.weapons_queue) > 0:
current_slot = empty_slots.pop()
current_weapon = self.weapons_queue.pop()
await self.write_sram_guarded(ctx, current_slot, current_weapon)
async def process_armor_queue(self, ctx: "BizHawkClientContext"):
empty_slots = deque()
char1_slots = await self.read_sram_values_guarded(ctx, armors_arrays_starts[0], 4)
char2_slots = await self.read_sram_values_guarded(ctx, armors_arrays_starts[1], 4)
char3_slots = await self.read_sram_values_guarded(ctx, armors_arrays_starts[2], 4)
char4_slots = await self.read_sram_values_guarded(ctx, armors_arrays_starts[3], 4)
if char1_slots is None or char2_slots is None or char3_slots is None or char4_slots is None:
return
for i, slot in enumerate(char1_slots):
if slot == 0:
empty_slots.appendleft(armors_arrays_starts[0] + i)
for i, slot in enumerate(char2_slots):
if slot == 0:
empty_slots.appendleft(armors_arrays_starts[1] + i)
for i, slot in enumerate(char3_slots):
if slot == 0:
empty_slots.appendleft(armors_arrays_starts[2] + i)
for i, slot in enumerate(char4_slots):
if slot == 0:
empty_slots.appendleft(armors_arrays_starts[3] + i)
while len(empty_slots) > 0 and len(self.armor_queue) > 0:
current_slot = empty_slots.pop()
current_armor = self.armor_queue.pop()
await self.write_sram_guarded(ctx, current_slot, current_armor)
async def read_sram_value(self, ctx: "BizHawkClientContext", location: int):
value = ((await bizhawk.read(ctx.bizhawk_ctx, [(location, 1, self.sram)]))[0])
return int.from_bytes(value, "little")
async def read_sram_values_guarded(self, ctx: "BizHawkClientContext", location: int, size: int):
value = await bizhawk.guarded_read(ctx.bizhawk_ctx,
[(location, size, self.sram)],
[(status_a_location, [self.guard_character], self.sram)])
if value is None:
return None
return value[0]
async def read_sram_value_guarded(self, ctx: "BizHawkClientContext", location: int):
value = await bizhawk.guarded_read(ctx.bizhawk_ctx,
[(location, 1, self.sram)],
[(status_a_location, [self.guard_character], self.sram)])
if value is None:
return None
return int.from_bytes(value[0], "little")
async def read_rom(self, ctx: "BizHawkClientContext", location: int, size: int):
return (await bizhawk.read(ctx.bizhawk_ctx, [(location, size, self.rom)]))[0]
async def write_sram_guarded(self, ctx: "BizHawkClientContext", location: int, value: int):
return await bizhawk.guarded_write(ctx.bizhawk_ctx,
[(location, [value], self.sram)],
[(status_a_location, [self.guard_character], self.sram)])
async def write_sram_values_guarded(self, ctx: "BizHawkClientContext", write_list):
return await bizhawk.guarded_write(ctx.bizhawk_ctx,
write_list,
[(status_a_location, [self.guard_character], self.sram)])

View File

@@ -1,5 +1,5 @@
import json
import pkgutil
from pathlib import Path
from typing import Dict, Set, NamedTuple, List
from BaseClasses import Item, ItemClassification
@@ -37,13 +37,15 @@ class FF1Items:
_item_table_lookup: Dict[str, ItemData] = {}
def _populate_item_table_from_data(self):
file = pkgutil.get_data(__name__, "data/items.json").decode("utf-8")
items = json.loads(file)
# Hardcode progression and categories for now
self._item_table = [ItemData(name, code, "FF1Item", ItemClassification.progression if name in
FF1_PROGRESSION_LIST else ItemClassification.useful if name in FF1_USEFUL_LIST else
ItemClassification.filler) for name, code in items.items()]
self._item_table_lookup = {item.name: item for item in self._item_table}
base_path = Path(__file__).parent
file_path = (base_path / "data/items.json").resolve()
with open(file_path) as file:
items = json.load(file)
# Hardcode progression and categories for now
self._item_table = [ItemData(name, code, "FF1Item", ItemClassification.progression if name in
FF1_PROGRESSION_LIST else ItemClassification.useful if name in FF1_USEFUL_LIST else
ItemClassification.filler) for name, code in items.items()]
self._item_table_lookup = {item.name: item for item in self._item_table}
def _get_item_table(self) -> List[ItemData]:
if not self._item_table or not self._item_table_lookup:

View File

@@ -1,5 +1,5 @@
import json
import pkgutil
from pathlib import Path
from typing import Dict, NamedTuple, List, Optional
from BaseClasses import Region, Location, MultiWorld
@@ -18,11 +18,13 @@ class FF1Locations:
_location_table_lookup: Dict[str, LocationData] = {}
def _populate_item_table_from_data(self):
file = pkgutil.get_data(__name__, "data/locations.json")
locations = json.loads(file)
# Hardcode progression and categories for now
self._location_table = [LocationData(name, code) for name, code in locations.items()]
self._location_table_lookup = {item.name: item for item in self._location_table}
base_path = Path(__file__).parent
file_path = (base_path / "data/locations.json").resolve()
with open(file_path) as file:
locations = json.load(file)
# Hardcode progression and categories for now
self._location_table = [LocationData(name, code) for name, code in locations.items()]
self._location_table_lookup = {item.name: item for item in self._location_table}
def _get_location_table(self) -> List[LocationData]:
if not self._location_table or not self._location_table_lookup:

View File

@@ -7,7 +7,6 @@ from .Items import ItemData, FF1Items, FF1_STARTER_ITEMS, FF1_PROGRESSION_LIST,
from .Locations import EventId, FF1Locations, generate_rule, CHAOS_TERMINATED_EVENT
from .Options import FF1Options
from ..AutoWorld import World, WebWorld
from .Client import FF1Client
class FF1Settings(settings.Group):

View File

@@ -22,6 +22,11 @@ All items can appear in other players worlds, including consumables, shards, wea
## What does another world's item look like in Final Fantasy
All local and remote items appear the same. Final Fantasy will say that you received an item, then the client log will
display what was found external to the in-game text box.
All local and remote items appear the same. Final Fantasy will say that you received an item, then BOTH the client log and the
emulator will display what was found external to the in-game text box.
## Unique Local Commands
The following commands are only available when using the FF1Client for the Final Fantasy Randomizer.
- `/nes` Shows the current status of the NES connection.
- `/toggle_msgs` Toggle displaying messages in EmuHawk

View File

@@ -2,10 +2,10 @@
## Required Software
- BizHawk: [BizHawk Releases from TASVideos](https://tasvideos.org/BizHawk/ReleaseHistory)
- Detailed installation instructions for BizHawk can be found at the above link.
- Windows users must run the prerequisite installer first, which can also be found at the above link.
- The built-in BizHawk client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
- The FF1Client
- Bundled with Archipelago: [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
- The BizHawk emulator. Versions 2.3.1 and higher are supported. Version 2.7 is recommended
- [BizHawk at TASVideos](https://tasvideos.org/BizHawk)
- Your legally obtained Final Fantasy (USA Edition) ROM file, probably named `Final Fantasy (USA).nes`. Neither
Archipelago.gg nor the Final Fantasy Randomizer Community can supply you with this.
@@ -13,7 +13,7 @@
1. Download and install the latest version of Archipelago.
1. On Windows, download Setup.Archipelago.<HighestVersion\>.exe and run it
2. Assign EmuHawk as your default program for launching `.nes` files.
2. Assign EmuHawk version 2.3.1 or higher as your default program for launching `.nes` files.
1. Extract your BizHawk folder to your Desktop, or somewhere you will remember. Below are optional additional steps
for loading ROMs more conveniently
1. Right-click on a ROM file and select **Open with...**
@@ -46,7 +46,7 @@ please refer to the [game agnostic setup guide](/tutorial/Archipelago/setup/en).
Once the Archipelago server has been hosted:
1. Navigate to your Archipelago install folder and run `ArchipelagoBizhawkClient.exe`
1. Navigate to your Archipelago install folder and run `ArchipelagoFF1Client.exe`
2. Notice the `/connect command` on the server hosting page (It should look like `/connect archipelago.gg:*****`
where ***** are numbers)
3. Type the connect command into the client OR add the port to the pre-populated address on the top bar (it should
@@ -54,11 +54,16 @@ Once the Archipelago server has been hosted:
### Running Your Game and Connecting to the Client Program
1. Open EmuHawk and load your ROM OR click your ROM file if it is already associated with the
1. Open EmuHawk 2.3.1 or higher and load your ROM OR click your ROM file if it is already associated with the
extension `*.nes`
2. Navigate to where you installed Archipelago, then to `data/lua`, and drag+drop the `connector_bizhawk_generic.lua`
script onto the main EmuHawk window. You can also instead open the Lua Console manually, click `Script``Open Script`,
and navigate to `connector_bizhawk_generic.lua` with the file picker.
2. Navigate to where you installed Archipelago, then to `data/lua`, and drag+drop the `connector_ff1.lua` script onto
the main EmuHawk window.
1. You could instead open the Lua Console manually, click `Script``Open Script`, and navigate to
`connector_ff1.lua` with the file picker.
2. If it gives a `NLua.Exceptions.LuaScriptException: .\socket.lua:13: module 'socket.core' not found:` exception
close your emulator entirely, restart it and re-run these steps
3. If it says `Must use a version of BizHawk 2.3.1 or higher`, double-check your BizHawk version by clicking **
Help** -> **About**
## Play the game

View File

@@ -288,7 +288,7 @@ world and the beginning of another world. You can also combine multiple files by
### Example
```yaml
description: Example of generating multiple worlds. World 1 of 2
description: Example of generating multiple worlds. World 1 of 3
name: Mario
game: Super Mario 64
requires:
@@ -310,6 +310,31 @@ Super Mario 64:
---
description: Example of generating multiple worlds. World 2 of 3
name: Minecraft
game: Minecraft
Minecraft:
progression_balancing: 50
accessibility: items
advancement_goal: 40
combat_difficulty: hard
include_hard_advancements: false
include_unreasonable_advancements: false
include_postgame_advancements: false
shuffle_structures: true
structure_compasses: true
send_defeated_mobs: true
bee_traps: 15
egg_shards_required: 7
egg_shards_available: 10
required_bosses:
none: 0
ender_dragon: 1
wither: 0
both: 0
---
description: Example of generating multiple worlds. World 2 of 2
name: ExampleFinder
game: ChecksFinder
@@ -319,6 +344,6 @@ ChecksFinder:
accessibility: items
```
The above example will generate 2 worlds - one Super Mario 64 and one ChecksFinder.
The above example will generate 3 worlds - one Super Mario 64, one Minecraft, and one ChecksFinder.

View File

@@ -27,176 +27,73 @@ requires:
plando: bosses, items, texts, connections
```
For a basic understanding of YAML files, refer to
[YAML Formatting](/tutorial/Archipelago/advanced_settings/en#yaml-formatting)
in Advanced Settings.
## Item Plando
Item plando allows a player to place an item in a specific location or specific locations, or place multiple items into a
list of specific locations both in their own game or in another player's game.
Item Plando allows a player to place an item in a specific location or locations, or place multiple items into a list
of specific locations in their own game and/or in another player's game.
* The options for item plando are `from_pool`, `world`, `percentage`, `force`, `count`, and either `item` and
`location`, or `items` and `locations`.
* `from_pool` determines if the item should be taken *from* the item pool or *added* to it. This can be true or
false and defaults to true if omitted.
* `world` is the target world to place the item in.
* It gets ignored if only one world is generated.
* Can be a number, name, true, false, null, or a list. False is the default.
* If a number is used, it targets that slot or player number in the multiworld.
* If a name is used, it will target the world with that player name.
* If set to true, it will be any player's world besides your own.
* If set to false, it will target your own world.
* If set to null, it will target a random world in the multiworld.
* If a list of names is used, it will target the games with the player names specified.
* `force` determines whether the generator will fail if the item can't be placed in the location. Can be true, false,
or silent. Silent is the default.
* If set to true, the item must be placed and the generator will throw an error if it is unable to do so.
* If set to false, the generator will log a warning if the placement can't be done but will still generate.
* If set to silent and the placement fails, it will be ignored entirely.
* `percentage` is the percentage chance for the relevant block to trigger. This can be any value from 0 to 100 and
if omitted will default to 100.
* Single Placement is when you use a plando block to place a single item at a single location.
* `item` is the item you would like to place and `location` is the location to place it.
* Multi Placement uses a plando block to place multiple items in multiple locations until either list is exhausted.
* `items` defines the items to use, each with a number for the amount. Using `true` instead of a number uses however many of that item are in your item pool.
* `locations` is a list of possible locations those items can be placed in.
* Some special location group names can be specified:
* `early_locations` will add all sphere 1 locations (locations logically reachable only with your starting inventory)
* `non_early_locations` will add all locations beyond sphere 1 (locations that require finding at least one item before they become logically reachable)
* Using the multi placement method, placements are picked randomly.
To add item plando to your player yaml, you add them under the `plando_items` block. You should start with `item` if you
want to do Single Placement, or `items` if you want to do Multi Placement. A list of items can still be defined under
`item` but only one of them will be chosen at random to be used.
* `count` can be used to set the maximum number of items placed from the block. The default is 1 if using `item` and False if using `items`
* If a number is used, it will try to place this number of items.
* If set to false, it will try to place as many items from the block as it can.
* If `min` and `max` are defined, it will try to place a number of items between these two numbers at random.
After you define `item/items`, you would define `location` or `locations`, depending on if you want to fill one
location or many. Note that both `location` and `locations` are optional. A list of locations can still be defined under
`location` but only one of them will be chosen at random to be used.
You may do any combination of `item/items` and `location/locations` in a plando block, but the block only places items
in locations **until the shorter of the two lists is used up.**
Once you are satisfied with your first block, you may continue to define ones under the same `plando_items` parent.
Each block can have several different options to tailor it the way you like.
* The `items` section defines the items to use. Each item name can be followed by a colon and a value.
* A numerical value indicates the amount of that item.
* A `true` value uses all copies of that item that are in your item pool.
* The `item` section defines a list of items to use, from which one will be chosen at random. Each item name can be
followed by a colon and a value. The value indicates the weight of that item being chosen.
* The `locations` section defines possible locations those items can be placed in. Two special location groups exist:
* `early_locations` will add all sphere 1 locations (locations logically reachable only with your starting
inventory).
* `non_early_locations` will add all locations beyond sphere 1 (locations that require finding at least one item
before they become logically reachable).
* `from_pool` determines if the item should be taken *from* the item pool or *created* from scratch.
* `false`: Create a new item with the same name (the world will determine its properties e.g. classification).
* `true`: Take the existing item, if it exists, from the item pool. If it does not exist, one will be created from
scratch. **(Default)**
* `world` is the target world to place the item in. It gets ignored if only one world is generated.
* **A number:** Use this slot or player number in the multiworld.
* **A name:** Use the world with that player name.
* **A list of names:** Use the worlds with the player names specified.
* `true`: Locations will be in any player's world besides your own.
* `false`: Locations will be in your own world. **(Default)**
* `null`: Locations will be in a random world in the multiworld.
* `force` determines whether the generator will fail if the plando block cannot be fulfilled.
* `true`: The generator will throw an error if it is unable to place an item.
* `false`: The generator will log a warning if it is unable to place an item, but it will still generate.
* `silent`: If the placement fails, it will be ignored entirely. **(Default)**
* `percentage` is the percentage chance for the block to trigger. This can be any integer from 0 to 100.
**(Default: 100)**
* `count` sets the number of items placed from the list.
* **Default: 1 if using `item` or `location`, and `false` otherwise.**
* **A number:** It will place this number of items.
* `false`: It will place as many items from the list as it can.
* **If `min` is defined,** it will place at least `min` many items (can be combined with `max`).
* **If `max` is defined,** it will place at most `max` many items (can be combined with `min`).
### Available Items and Locations
A list of all available items and locations can be found in the [website's datapackage](/datapackage). The items and
locations will be in the `"item_name_to_id"` and `"location_name_to_id"` sections of the relevant game. Names are
case-sensitive. You can also use item groups and location groups that are defined in the datapackage.
A list of all available items and locations can be found in the [website's datapackage](/datapackage). The items and locations will be in the `"item_name_to_id"` and `"location_name_to_id"` sections of the relevant game. You do not need the quotes but the name must be entered in the same as it appears on that page and is case-sensitive.
## Item Plando Examples
```yaml
plando_items:
# Example block - Pokémon Red and Blue
- items:
Potion: 3
locations:
- "Route 1 - Free Sample Man"
- "Mt Moon 1F - West Item"
- "Mt Moon 1F - South Item"
```
This block will lock 3 Potion items on the Route 1 Pokémart employee and 2 Mt Moon items. Note these are all
Potions in the vanilla game. The world value has not been specified, so these locations must be in this player's own
world by default.
### Examples
```yaml
plando_items:
# Example block - A Link to the Past
- items:
Progressive Sword: 4
world:
- BobsWitness
- BobsRogueLegacy
count:
min: 1
max: 4
```
This block will attempt to place a random number, between 1 and 4, of Progressive Swords into any locations within the
game slots named "BobsWitness" and "BobsRogueLegacy."
```yaml
plando_items:
# Example block - Secret of Evermore
- items:
Levitate: 1
Revealer: 1
Energize: 1
locations:
- Master Sword Pedestal
- Desert Discard
world: true
count: 2
```
This block will choose 2 from the Levitate, Revealer, and Energize items at random and attempt to put them into the
locations named "Master Sword Pedestal" and "Desert Discard". Because the world value is `true`, these locations
must be in other players' worlds.
```yaml
plando_items:
# Example block - Timespinner
# example block 1 - Timespinner
- item:
Empire Orb: 1
Radiant Orb: 3
Radiant Orb: 1
location: Starter Chest 1
from_pool: false
from_pool: true
world: true
percentage: 50
```
This block will place a single item, either the Empire Orb or Radiant Orb, on the location "Starter Chest 1". There is
a 25% chance it is Empire Orb, and 75% chance it is Radiant Orb (1 to 3 odds). The world value is `true`, so this
location must be in another player's world. Because the from_pool value is `false`, a copy of these items is added to
these locations, while the originals remain in the item pool to be shuffled. Unlike the previous examples, which will
always trigger, this block only has a 50% chance to trigger.
```yaml
plando_items:
# Example block - Factorio
- items:
progressive-electric-energy-distribution: 2
electric-energy-accumulators: 1
progressive-turret: 2
locations:
- AP-1-001
- AP-1-002
- AP-1-003
- AP-1-004
percentage: 80
force: true
from_pool: true
world: false
```
This block lists 5 items but only 4 locations, so it will place all but 1 of the items randomly among the locations
chosen here. This block has an 80% chance of occurring. Because force is `true`, the Generator will fail if it cannot
place one of the selected items (not including the fifth item). From_pool and World have been set to their default
values here, but they can be omitted and have the same result: items will be removed from the pool, and the locations
are in this player's own world.
**NOTE:** Factorio's locations are dynamically generated, so the locations listed above may not exist in your game,
they are here for demonstration only.
```yaml
plando_items:
# Example block - Ocarina of Time
# example block 2 - Ocarina of Time
- items:
Kokiri Sword: 1
Biggoron Sword: 1
Bow: 1
Magic Meter: 1
Progressive Strength Upgrade: 3
Progressive Hookshot: 2
locations:
- Deku Tree Slingshot Chest
- Dodongos Cavern Bomb Bag Chest
- Jabu Jabus Belly Boomerang Chest
- Bottom of the Well Lens of Truth Chest
@@ -205,16 +102,53 @@ they are here for demonstration only.
- Water Temple Longshot Chest
- Shadow Temple Hover Boots Chest
- Spirit Temple Silver Gauntlets Chest
from_pool: false
- item: Kokiri Sword
location: Deku Tree Slingshot Chest
from_pool: false
world: false
# example block 3 - Factorio
- items:
progressive-electric-energy-distribution: 2
electric-energy-accumulators: 1
progressive-turret: 2
locations:
- military
- gun-turret
- logistic-science-pack
- steel-processing
percentage: 80
force: true
# example block 4 - Secret of Evermore
- items:
Levitate: 1
Revealer: 1
Energize: 1
locations:
- Master Sword Pedestal
- Boss Relic 1
world: true
count: 2
# example block 5 - A Link to the Past
- items:
Progressive Sword: 4
world:
- BobsSlaytheSpire
- BobsRogueLegacy
count:
min: 1
max: 4
```
The first block will place the player's Biggoron Sword, Bow, Magic Meter, strength upgrades, and hookshots in the
dungeon major item chests. Because the from_pool value is `false`, a copy of these items is added to these locations,
while the originals remain in the item pool to be shuffled. The second block will place the Kokiri Sword in the Deku
Tree Slingshot Chest, again not from the pool.
1. This block has a 50% chance to occur, and if it does, it will place either the Empire Orb or Radiant Orb on another
player's Starter Chest 1 and removes the chosen item from the item pool.
2. This block will always trigger and will place the player's swords, bow, magic meter, strength upgrades, and hookshots
in their own dungeon major item chests.
3. This block has an 80% chance of occurring, and when it does, it will place all but 1 of the items randomly among the
four locations chosen here.
4. This block will always trigger and will attempt to place a random 2 of Levitate, Revealer and Energize into
other players' Master Sword Pedestals or Boss Relic 1 locations.
5. This block will always trigger and will attempt to place a random number, between 1 and 4, of progressive swords
into any locations within the game slots named BobsSlaytheSpire and BobsRogueLegacy.
## Boss Plando
@@ -260,7 +194,7 @@ relevant guide: [A Link to the Past Plando Guide](/tutorial/A%20Link%20to%20the%
## Connection Plando
This is currently only supported by a few games, including A Link to the Past and Ocarina of Time. As the way that these games interact with their
This is currently only supported by a few games, including A Link to the Past, Minecraft, and Ocarina of Time. As the way that these games interact with their
connections is different, only the basics are explained here. More specific information for connection plando in A Link to the Past can be found in
its [plando guide](/tutorial/A%20Link%20to%20the%20Past/plando/en#connections).
@@ -273,6 +207,7 @@ its [plando guide](/tutorial/A%20Link%20to%20the%20Past/plando/en#connections).
[A Link to the Past connections](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/EntranceShuffle.py#L3852)
[Minecraft connections](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/data/regions.json#L18****)
### Examples
@@ -288,10 +223,19 @@ its [plando guide](/tutorial/A%20Link%20to%20the%20Past/plando/en#connections).
- entrance: Agahnims Tower
exit: Old Man Cave Exit (West)
direction: exit
# example block 2 - Minecraft
- entrance: Overworld Structure 1
exit: Nether Fortress
direction: both
- entrance: Overworld Structure 2
exit: Village
direction: both
```
1. These connections are decoupled, so going into the Lake Hylia Cave Shop will take you to the inside of Cave 45, and
when you leave the interior, you will exit to the Cave 45 ledge. Going into the Cave 45 entrance will then take you to
the Lake Hylia Cave Shop. Walking into the entrance for the Old Man Cave and Agahnim's Tower entrance will both take
you to their locations as normal, but leaving Old Man Cave will exit at Agahnim's Tower.
2. This will force a Nether fortress and a village to be the Overworld structures for your game. Note that for the
Minecraft connection plando to work structure shuffle must be enabled.

View File

@@ -34,9 +34,9 @@ from .locations import (JakAndDaxterLocation,
cache_location_table,
orb_location_table)
from .regions import create_regions
from .rules import (enforce_mp_absolute_limits,
enforce_mp_friendly_limits,
enforce_sp_limits,
from .rules import (enforce_multiplayer_limits,
enforce_singleplayer_limits,
verify_orb_trade_amounts,
set_orb_trade_rule)
from .locs import (cell_locations as cells,
scout_locations as scouts,
@@ -258,32 +258,19 @@ class JakAndDaxterWorld(World):
self.options.mountain_pass_cell_count.value = self.power_cell_thresholds[1]
self.options.lava_tube_cell_count.value = self.power_cell_thresholds[2]
# We would have done this earlier, but we needed to sort the power cell thresholds first. Don't worry, we'll
# come back to them.
enforce_friendly_options = self.settings.enforce_friendly_options
if self.multiworld.players == 1:
# For singleplayer games, always enforce/clamp the cell counts to valid values.
enforce_sp_limits(self)
else:
if enforce_friendly_options:
# For multiplayer games, we have a host setting to make options fair/sane for other players.
# If this setting is enabled, enforce/clamp some friendly limitations on our options.
enforce_mp_friendly_limits(self)
else:
# Even if the setting is disabled, some values must be clamped to avoid generation errors.
enforce_mp_absolute_limits(self)
# That's right, set the collection of thresholds again. Don't just clamp the values without updating this list!
self.power_cell_thresholds = [
self.options.fire_canyon_cell_count.value,
self.options.mountain_pass_cell_count.value,
self.options.lava_tube_cell_count.value,
100, # The 100 Power Cell Door.
]
# Now that the threshold list is finalized, store this for the remove function.
# Store this for remove function.
self.power_cell_thresholds_minus_one = [x - 1 for x in self.power_cell_thresholds]
# For the fairness of other players in a multiworld game, enforce some friendly limitations on our options,
# so we don't cause chaos during seed generation. These friendly limits should **guarantee** a successful gen.
# We would have done this earlier, but we needed to sort the power cell thresholds first.
enforce_friendly_options = self.settings.enforce_friendly_options
if enforce_friendly_options:
if self.multiworld.players > 1:
enforce_multiplayer_limits(self)
else:
enforce_singleplayer_limits(self)
# Calculate the number of power cells needed for full region access, the number being replaced by traps,
# and the number of remaining filler.
if self.options.jak_completion_condition == options.CompletionCondition.option_open_100_cell_door:
@@ -295,6 +282,11 @@ class JakAndDaxterWorld(World):
self.options.filler_power_cells_replaced_with_traps.value = self.total_trap_cells
self.total_filler_cells = non_prog_cells - self.total_trap_cells
# Verify that we didn't overload the trade amounts with more orbs than exist in the world.
# This is easy to do by accident even in a singleplayer world.
self.total_trade_orbs = (9 * self.options.citizen_orb_trade_amount) + (6 * self.options.oracle_orb_trade_amount)
verify_orb_trade_amounts(self)
# Cache the orb bundle size and item name for quicker reference.
if self.options.enable_orbsanity == options.EnableOrbsanity.option_per_level:
self.orb_bundle_size = self.options.level_orbsanity_bundle_size.value

View File

@@ -18,7 +18,7 @@
- [What do Traps do?](#what-do-traps-do)
- [What kind of Traps are there?](#what-kind-of-traps-are-there)
- [I got soft-locked and cannot leave, how do I get out of here?](#i-got-soft-locked-and-cannot-leave-how-do-i-get-out-of-here)
- [How do I generate seeds with 1 Orb Orbsanity and other extreme options?](#how-do-i-generate-seeds-with-1-orb-orbsanity-and-other-extreme-options)
- [Why did I get an Option Error when generating a seed, and how do I fix it?](#why-did-i-get-an-option-error-when-generating-a-seed-and-how-do-i-fix-it)
- [How do I check my player options in-game?](#how-do-i-check-my-player-options-in-game)
- [How does the HUD work?](#how-does-the-hud-work)
- [I think I found a bug, where should I report it?](#i-think-i-found-a-bug-where-should-i-report-it)
@@ -201,19 +201,16 @@ Open the game's menu, navigate to `Options`, then `Archipelago Options`, then `W
Selecting this option will ask if you want to be teleported to Geyser Rock. From there, you can teleport back
to the nearest sage's hut to continue your journey.
## How do I generate seeds with 1 orb orbsanity and other extreme options?
## Why did I get an Option Error when generating a seed and how do I fix it
Depending on your player YAML, Jak and Daxter can have a lot of items, which can sometimes be overwhelming or
disruptive to multiworld games. There are also options that are mutually incompatible with each other, even in a solo
game. To prevent the game from disrupting multiworlds, or generating an impossible solo seed, some options have
"friendly limits" that prevent you from choosing more extreme values.
Singleplayer and Multiplayer Minimums and Maximums, collectively called "friendly limits."
You can override **some**, not all, of those limits by editing the `host.yaml`. In the Archipelago Launcher, click
`Open host.yaml`, then search for `jakanddaxter_options`, then search for `enforce_friendly_options`, then change this
value from `true` to `false`. You can then generate a seed locally, and upload that to the Archipelago website to host
for you (or host it yourself).
**Remember:** disabling this setting allows for more disruptive and challenging options, but it may cause seed
generation to fail. **Use at your own risk!**
If you're generating a solo game, or your multiworld host agrees to your request, you can override those limits by
editing the `host.yaml`. In the Archipelago Launcher, click `Open host.yaml`, then search for `jakanddaxter_options`,
then search for `enforce_friendly_options`, then change this value from `true` to `false`. Disabling this allows for
more disruptive and challenging options, but it may cause seed generation to fail. **Use at your own risk!**
## How do I check my player options in-game
When you connect your text client to the Archipelago Server, the server will tell the game what options were chosen

View File

@@ -4,6 +4,7 @@
- A legally purchased copy of *Jak And Daxter: The Precursor Legacy.*
- [The OpenGOAL Launcher](https://opengoal.dev/)
- [The Jak and Daxter .APWORLD package](https://github.com/ArchipelaGOAL/Archipelago/releases)
At this time, this method of setup works on Windows only, but Linux support is a strong likelihood in the near future as OpenGOAL itself supports Linux.
@@ -74,7 +75,7 @@ If you are in the middle of an async game, and you do not want to update the mod
### New Game
- Run the Archipelago Launcher.
- From the client list, find and click `Jak and Daxter Client`.
- From the right-most list, find and click `Jak and Daxter Client`.
- 3 new windows should appear:
- The OpenGOAL compiler will launch and compile the game. They should take about 30 seconds to compile.
- You should hear a musical cue to indicate the compilation was a success. If you do not, see the Troubleshooting section.

View File

@@ -1,78 +1,22 @@
from dataclasses import dataclass
from functools import cached_property
from Options import PerGameCommonOptions, StartInventoryPool, Toggle, Choice, Range, DefaultOnToggle, OptionCounter, \
AssembleOptions
from Options import PerGameCommonOptions, StartInventoryPool, Toggle, Choice, Range, DefaultOnToggle, OptionCounter
from .items import trap_item_table
class readonly_classproperty:
"""This decorator is used for getting friendly or unfriendly range_end values for options like FireCanyonCellCount
and CitizenOrbTradeAmount. We only need to provide a getter as we will only be setting a single int to one of two
values."""
def __init__(self, getter):
self.getter = getter
class StaticGetter:
def __init__(self, func):
self.fget = func
def __get__(self, instance, owner):
return self.getter(owner)
return self.fget(owner)
@readonly_classproperty
@StaticGetter
def determine_range_end(cls) -> int:
from . import JakAndDaxterWorld # Avoid circular imports.
friendly = JakAndDaxterWorld.settings.enforce_friendly_options
return cls.friendly_maximum if friendly else cls.absolute_maximum
class classproperty:
"""This decorator (?) is used for getting and setting friendly or unfriendly option values for the Orbsanity
options."""
def __init__(self, getter, setter):
self.getter = getter
self.setter = setter
def __get__(self, obj, value):
return self.getter(obj)
def __set__(self, obj, value):
self.setter(obj, value)
class AllowedChoiceMeta(AssembleOptions):
"""This metaclass overrides AssembleOptions and provides inheriting classes a way to filter out "disallowed" values
by way of implementing get_disallowed_options. This function is used by Jak and Daxter to check host.yaml settings
without circular imports or breaking the settings API."""
_name_lookup: dict[int, str]
_options: dict[str, int]
def __new__(mcs, name, bases, attrs):
ret = super().__new__(mcs, name, bases, attrs)
ret._name_lookup = attrs["name_lookup"]
ret._options = attrs["options"]
return ret
def set_name_lookup(cls, value : dict[int, str]):
cls._name_lookup = value
def get_name_lookup(cls) -> dict[int, str]:
cls._name_lookup = {k: v for k, v in cls._name_lookup.items() if k not in cls.get_disallowed_options()}
return cls._name_lookup
def set_options(cls, value: dict[str, int]):
cls._options = value
def get_options(cls) -> dict[str, int]:
cls._options = {k: v for k, v in cls._options.items() if v not in cls.get_disallowed_options()}
return cls._options
def get_disallowed_options(cls):
return {}
name_lookup = classproperty(get_name_lookup, set_name_lookup)
options = classproperty(get_options, set_options)
class AllowedChoice(Choice, metaclass=AllowedChoiceMeta):
pass
from . import JakAndDaxterWorld
enforce_friendly_options = JakAndDaxterWorld.settings.enforce_friendly_options
return cls.friendly_maximum if enforce_friendly_options else cls.absolute_maximum
class EnableMoveRandomizer(Toggle):
@@ -100,13 +44,12 @@ class EnableOrbsanity(Choice):
default = 0
class GlobalOrbsanityBundleSize(AllowedChoice):
class GlobalOrbsanityBundleSize(Choice):
"""The orb bundle size for Global Orbsanity. This only applies if "Enable Orbsanity" is set to "Global."
There are 2000 orbs in the game, so your bundle size must be a factor of 2000.
This value is restricted to safe minimum and maximum values to ensure valid singleplayer games and
non-disruptive multiplayer games, but the host can remove this restriction by turning off enforce_friendly_options
in host.yaml."""
Multiplayer Minimum: 10
Multiplayer Maximum: 200"""
display_name = "Global Orbsanity Bundle Size"
option_1_orb = 1
option_2_orbs = 2
@@ -132,33 +75,12 @@ class GlobalOrbsanityBundleSize(AllowedChoice):
friendly_maximum = 200
default = 20
@classmethod
def get_disallowed_options(cls) -> set[int]:
try:
from . import JakAndDaxterWorld
if JakAndDaxterWorld.settings.enforce_friendly_options:
return {cls.option_1_orb,
cls.option_2_orbs,
cls.option_4_orbs,
cls.option_5_orbs,
cls.option_8_orbs,
cls.option_250_orbs,
cls.option_400_orbs,
cls.option_500_orbs,
cls.option_1000_orbs,
cls.option_2000_orbs}
except ImportError:
pass
return set()
class PerLevelOrbsanityBundleSize(AllowedChoice):
class PerLevelOrbsanityBundleSize(Choice):
"""The orb bundle size for Per Level Orbsanity. This only applies if "Enable Orbsanity" is set to "Per Level."
There are 50, 150, or 200 orbs per level, so your bundle size must be a factor of 50.
This value is restricted to safe minimum and maximum values to ensure valid singleplayer games and
non-disruptive multiplayer games, but the host can remove this restriction by turning off enforce_friendly_options
in host.yaml."""
Multiplayer Minimum: 10"""
display_name = "Per Level Orbsanity Bundle Size"
option_1_orb = 1
option_2_orbs = 2
@@ -169,18 +91,6 @@ class PerLevelOrbsanityBundleSize(AllowedChoice):
friendly_minimum = 10
default = 25
@classmethod
def get_disallowed_options(cls) -> set[int]:
try:
from . import JakAndDaxterWorld
if JakAndDaxterWorld.settings.enforce_friendly_options:
return {cls.option_1_orb,
cls.option_2_orbs,
cls.option_5_orbs}
except ImportError:
pass
return set()
class FireCanyonCellCount(Range):
"""The number of power cells you need to cross Fire Canyon. This value is restricted to a safe maximum value to
@@ -324,7 +234,7 @@ class CompletionCondition(Choice):
option_cross_fire_canyon = 69
option_cross_mountain_pass = 87
option_cross_lava_tube = 89
# option_defeat_dark_eco_plant = 6
option_defeat_dark_eco_plant = 6
option_defeat_klaww = 86
option_defeat_gol_and_maia = 112
option_open_100_cell_door = 116

View File

@@ -115,8 +115,8 @@ def create_regions(world: "JakAndDaxterWorld"):
elif options.jak_completion_condition == CompletionCondition.option_cross_lava_tube:
multiworld.completion_condition[player] = lambda state: state.can_reach(gmc, "Region", player)
# elif options.jak_completion_condition == CompletionCondition.option_defeat_dark_eco_plant:
# multiworld.completion_condition[player] = lambda state: state.can_reach(fjp, "Region", player)
elif options.jak_completion_condition == CompletionCondition.option_defeat_dark_eco_plant:
multiworld.completion_condition[player] = lambda state: state.can_reach(fjp, "Region", player)
elif options.jak_completion_condition == CompletionCondition.option_defeat_klaww:
multiworld.completion_condition[player] = lambda state: state.can_reach(mp, "Region", player)

View File

@@ -1,5 +1,3 @@
import logging
import math
import typing
from BaseClasses import CollectionState
from Options import OptionError
@@ -133,138 +131,100 @@ def can_fight(state: CollectionState, player: int) -> bool:
return state.has_any(("Jump Dive", "Jump Kick", "Punch", "Kick"), player)
def clamp_cell_limits(world: "JakAndDaxterWorld") -> str:
def enforce_multiplayer_limits(world: "JakAndDaxterWorld"):
options = world.options
friendly_message = ""
if (options.enable_orbsanity == EnableOrbsanity.option_global
and (options.global_orbsanity_bundle_size.value < GlobalOrbsanityBundleSize.friendly_minimum
or options.global_orbsanity_bundle_size.value > GlobalOrbsanityBundleSize.friendly_maximum)):
friendly_message += (f" "
f"{options.global_orbsanity_bundle_size.display_name} must be no less than "
f"{GlobalOrbsanityBundleSize.friendly_minimum} and no greater than "
f"{GlobalOrbsanityBundleSize.friendly_maximum} (currently "
f"{options.global_orbsanity_bundle_size.value}).\n")
if (options.enable_orbsanity == EnableOrbsanity.option_per_level
and options.level_orbsanity_bundle_size.value < PerLevelOrbsanityBundleSize.friendly_minimum):
friendly_message += (f" "
f"{options.level_orbsanity_bundle_size.display_name} must be no less than "
f"{PerLevelOrbsanityBundleSize.friendly_minimum} (currently "
f"{options.level_orbsanity_bundle_size.value}).\n")
if options.fire_canyon_cell_count.value > FireCanyonCellCount.friendly_maximum:
friendly_message += (f" "
f"{options.fire_canyon_cell_count.display_name} must be no greater than "
f"{FireCanyonCellCount.friendly_maximum} (currently "
f"{options.fire_canyon_cell_count.value}).\n")
if options.mountain_pass_cell_count.value > MountainPassCellCount.friendly_maximum:
friendly_message += (f" "
f"{options.mountain_pass_cell_count.display_name} must be no greater than "
f"{MountainPassCellCount.friendly_maximum} (currently "
f"{options.mountain_pass_cell_count.value}).\n")
if options.lava_tube_cell_count.value > LavaTubeCellCount.friendly_maximum:
friendly_message += (f" "
f"{options.lava_tube_cell_count.display_name} must be no greater than "
f"{LavaTubeCellCount.friendly_maximum} (currently "
f"{options.lava_tube_cell_count.value}).\n")
if options.citizen_orb_trade_amount.value > CitizenOrbTradeAmount.friendly_maximum:
friendly_message += (f" "
f"{options.citizen_orb_trade_amount.display_name} must be no greater than "
f"{CitizenOrbTradeAmount.friendly_maximum} (currently "
f"{options.citizen_orb_trade_amount.value}).\n")
if options.oracle_orb_trade_amount.value > OracleOrbTradeAmount.friendly_maximum:
friendly_message += (f" "
f"{options.oracle_orb_trade_amount.display_name} must be no greater than "
f"{OracleOrbTradeAmount.friendly_maximum} (currently "
f"{options.oracle_orb_trade_amount.value}).\n")
if friendly_message != "":
raise OptionError(f"{world.player_name}: The options you have chosen may disrupt the multiworld. \n"
f"Please adjust the following Options for a multiplayer game. \n"
f"{friendly_message}"
f"Or use 'random-range-x-y' instead of 'random' in your player yaml.\n"
f"Or set 'enforce_friendly_options' in the seed generator's host.yaml to false. "
f"(Use at your own risk!)")
def enforce_singleplayer_limits(world: "JakAndDaxterWorld"):
options = world.options
friendly_message = ""
if options.fire_canyon_cell_count.value > FireCanyonCellCount.friendly_maximum:
old_value = options.fire_canyon_cell_count.value
options.fire_canyon_cell_count.value = FireCanyonCellCount.friendly_maximum
friendly_message += (f" "
f"{options.fire_canyon_cell_count.display_name} must be no greater than "
f"{FireCanyonCellCount.friendly_maximum} (was {old_value}), "
f"changed option to appropriate value.\n")
f"{FireCanyonCellCount.friendly_maximum} (currently "
f"{options.fire_canyon_cell_count.value}).\n")
if options.mountain_pass_cell_count.value > MountainPassCellCount.friendly_maximum:
old_value = options.mountain_pass_cell_count.value
options.mountain_pass_cell_count.value = MountainPassCellCount.friendly_maximum
friendly_message += (f" "
f"{options.mountain_pass_cell_count.display_name} must be no greater than "
f"{MountainPassCellCount.friendly_maximum} (was {old_value}), "
f"changed option to appropriate value.\n")
f"{MountainPassCellCount.friendly_maximum} (currently "
f"{options.mountain_pass_cell_count.value}).\n")
if options.lava_tube_cell_count.value > LavaTubeCellCount.friendly_maximum:
old_value = options.lava_tube_cell_count.value
options.lava_tube_cell_count.value = LavaTubeCellCount.friendly_maximum
friendly_message += (f" "
f"{options.lava_tube_cell_count.display_name} must be no greater than "
f"{LavaTubeCellCount.friendly_maximum} (was {old_value}), "
f"changed option to appropriate value.\n")
f"{LavaTubeCellCount.friendly_maximum} (currently "
f"{options.lava_tube_cell_count.value}).\n")
return friendly_message
if friendly_message != "":
raise OptionError(f"The options you have chosen may result in seed generation failures. \n"
f"Please adjust the following Options for a singleplayer game. \n"
f"{friendly_message}"
f"Or use 'random-range-x-y' instead of 'random' in your player yaml.\n"
f"Or set 'enforce_friendly_options' in your host.yaml to false. "
f"(Use at your own risk!)")
def clamp_trade_total_limits(world: "JakAndDaxterWorld"):
"""Check if we need to recalculate the 2 trade orb options so the total fits under 2000. If so let's keep them
proportional relative to each other. Then we'll recalculate total_trade_orbs. Remember this situation is
only possible if both values are greater than 0, otherwise the absolute maximums would keep them under 2000."""
options = world.options
friendly_message = ""
def verify_orb_trade_amounts(world: "JakAndDaxterWorld"):
world.total_trade_orbs = (9 * options.citizen_orb_trade_amount) + (6 * options.oracle_orb_trade_amount)
if world.total_trade_orbs > 2000:
old_total = world.total_trade_orbs
old_citizen_value = options.citizen_orb_trade_amount.value
old_oracle_value = options.oracle_orb_trade_amount.value
coefficient = old_oracle_value / old_citizen_value
options.citizen_orb_trade_amount.value = math.floor(2000 / (9 + (6 * coefficient)))
options.oracle_orb_trade_amount.value = math.floor(coefficient * options.citizen_orb_trade_amount.value)
world.total_trade_orbs = (9 * options.citizen_orb_trade_amount) + (6 * options.oracle_orb_trade_amount)
friendly_message += (f" "
f"Required number of orbs ({old_total}) must be no greater than total orbs in the game "
f"(2000). Reduced the value of {world.options.citizen_orb_trade_amount.display_name} "
f"from {old_citizen_value} to {options.citizen_orb_trade_amount.value} and "
f"{world.options.oracle_orb_trade_amount.display_name} from {old_oracle_value} to "
f"{options.oracle_orb_trade_amount.value}.\n")
return friendly_message
def enforce_mp_friendly_limits(world: "JakAndDaxterWorld"):
options = world.options
friendly_message = ""
if options.enable_orbsanity == EnableOrbsanity.option_global:
if options.global_orbsanity_bundle_size.value < GlobalOrbsanityBundleSize.friendly_minimum:
old_value = options.global_orbsanity_bundle_size.value
options.global_orbsanity_bundle_size.value = GlobalOrbsanityBundleSize.friendly_minimum
friendly_message += (f" "
f"{options.global_orbsanity_bundle_size.display_name} must be no less than "
f"{GlobalOrbsanityBundleSize.friendly_minimum} (was {old_value}), "
f"changed option to appropriate value.\n")
if options.global_orbsanity_bundle_size.value > GlobalOrbsanityBundleSize.friendly_maximum:
old_value = options.global_orbsanity_bundle_size.value
options.global_orbsanity_bundle_size.value = GlobalOrbsanityBundleSize.friendly_maximum
friendly_message += (f" "
f"{options.global_orbsanity_bundle_size.display_name} must be no greater than "
f"{GlobalOrbsanityBundleSize.friendly_maximum} (was {old_value}), "
f"changed option to appropriate value.\n")
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
if options.level_orbsanity_bundle_size.value < PerLevelOrbsanityBundleSize.friendly_minimum:
old_value = options.level_orbsanity_bundle_size.value
options.level_orbsanity_bundle_size.value = PerLevelOrbsanityBundleSize.friendly_minimum
friendly_message += (f" "
f"{options.level_orbsanity_bundle_size.display_name} must be no less than "
f"{PerLevelOrbsanityBundleSize.friendly_minimum} (was {old_value}), "
f"changed option to appropriate value.\n")
if options.citizen_orb_trade_amount.value > CitizenOrbTradeAmount.friendly_maximum:
old_value = options.citizen_orb_trade_amount.value
options.citizen_orb_trade_amount.value = CitizenOrbTradeAmount.friendly_maximum
friendly_message += (f" "
f"{options.citizen_orb_trade_amount.display_name} must be no greater than "
f"{CitizenOrbTradeAmount.friendly_maximum} (was {old_value}), "
f"changed option to appropriate value.\n")
if options.oracle_orb_trade_amount.value > OracleOrbTradeAmount.friendly_maximum:
old_value = options.oracle_orb_trade_amount.value
options.oracle_orb_trade_amount.value = OracleOrbTradeAmount.friendly_maximum
friendly_message += (f" "
f"{options.oracle_orb_trade_amount.display_name} must be no greater than "
f"{OracleOrbTradeAmount.friendly_maximum} (was {old_value}), "
f"changed option to appropriate value.\n")
friendly_message += clamp_cell_limits(world)
friendly_message += clamp_trade_total_limits(world)
if friendly_message != "":
logging.warning(f"{world.player_name}: Your options have been modified to avoid disrupting the multiworld.\n"
f"{friendly_message}"
f"You can access more advanced options by setting 'enforce_friendly_options' in the seed "
f"generator's host.yaml to false and generating locally. (Use at your own risk!)")
def enforce_mp_absolute_limits(world: "JakAndDaxterWorld"):
friendly_message = ""
friendly_message += clamp_trade_total_limits(world)
if friendly_message != "":
logging.warning(f"{world.player_name}: Your options have been modified to avoid seed generation failures.\n"
f"{friendly_message}")
def enforce_sp_limits(world: "JakAndDaxterWorld"):
friendly_message = ""
friendly_message += clamp_cell_limits(world)
friendly_message += clamp_trade_total_limits(world)
if friendly_message != "":
logging.warning(f"{world.player_name}: Your options have been modified to avoid seed generation failures.\n"
f"{friendly_message}")
raise OptionError(f"{world.player_name}: Required number of orbs for all trades ({world.total_trade_orbs}) "
f"is more than all the orbs in the game (2000). Reduce the value of either "
f"{world.options.citizen_orb_trade_amount.display_name} "
f"or {world.options.oracle_orb_trade_amount.display_name}.")

View File

@@ -4,14 +4,14 @@ from .bases import JakAndDaxterTestBase
class TradesCostNothingTest(JakAndDaxterTestBase):
options = {
"enable_orbsanity": 2,
"global_orbsanity_bundle_size": 10,
"global_orbsanity_bundle_size": 5,
"citizen_orb_trade_amount": 0,
"oracle_orb_trade_amount": 0
}
def test_orb_items_are_filler(self):
self.collect_all_but("")
self.assertNotIn("10 Precursor Orbs", self.multiworld.state.prog_items)
self.assertNotIn("5 Precursor Orbs", self.multiworld.state.prog_items)
def test_trades_are_accessible(self):
self.assertTrue(self.multiworld
@@ -22,15 +22,15 @@ class TradesCostNothingTest(JakAndDaxterTestBase):
class TradesCostEverythingTest(JakAndDaxterTestBase):
options = {
"enable_orbsanity": 2,
"global_orbsanity_bundle_size": 10,
"global_orbsanity_bundle_size": 5,
"citizen_orb_trade_amount": 120,
"oracle_orb_trade_amount": 150
}
def test_orb_items_are_progression(self):
self.collect_all_but("")
self.assertIn("10 Precursor Orbs", self.multiworld.state.prog_items[self.player])
self.assertEqual(198, self.multiworld.state.prog_items[self.player]["10 Precursor Orbs"])
self.assertIn("5 Precursor Orbs", self.multiworld.state.prog_items[self.player])
self.assertEqual(396, self.multiworld.state.prog_items[self.player]["5 Precursor Orbs"])
def test_trades_are_accessible(self):
self.collect_all_but("")

View File

@@ -90,7 +90,7 @@ def cmd_gift(self: "SNIClientCommandProcessor") -> None:
async_start(update_object(self.ctx, f"Giftboxes;{self.ctx.team}", {
f"{self.ctx.slot}":
{
"is_open": handler.gifting,
"IsOpen": handler.gifting,
**kdl3_gifting_options
}
}))
@@ -175,11 +175,11 @@ class KDL3SNIClient(SNIClient):
key, gift = ctx.stored_data[self.giftbox_key].popitem()
await pop_object(ctx, self.giftbox_key, key)
# first, special cases
traits = [trait["trait"] for trait in gift["traits"]]
traits = [trait["Trait"] for trait in gift["Traits"]]
if "Candy" in traits or "Invincible" in traits:
# apply invincibility candy
self.item_queue.append(0x43)
elif "Tomato" in traits or "tomato" in gift["item_name"].lower():
elif "Tomato" in traits or "tomato" in gift["ItemName"].lower():
# apply maxim tomato
# only want tomatos here, no other vegetable is that good
self.item_queue.append(0x42)
@@ -187,7 +187,7 @@ class KDL3SNIClient(SNIClient):
# Apply 1-Up
self.item_queue.append(0x41)
elif "Currency" in traits or "Star" in traits:
value = gift.get("item_value", 1)
value = gift["ItemValue"]
if value >= 50000:
self.item_queue.append(0x46)
elif value >= 30000:
@@ -210,8 +210,8 @@ class KDL3SNIClient(SNIClient):
# check if it's tasty
if any(x in traits for x in ["Consumable", "Food", "Drink", "Heal", "Health"]):
# it's tasty!, use quality to decide how much to heal
quality = max((trait.get("quality", 1.0) for trait in gift["traits"]
if trait["trait"] in ["Consumable", "Food", "Drink", "Heal", "Health"]))
quality = max((trait["Quality"] for trait in gift["Traits"]
if trait["Trait"] in ["Consumable", "Food", "Drink", "Heal", "Health"]))
quality = min(10, quality * 2)
else:
# it's not really edible, but he'll eat it anyway
@@ -236,23 +236,23 @@ class KDL3SNIClient(SNIClient):
for slot, info in ctx.stored_data[self.motherbox_key].items():
if int(slot) == ctx.slot and len(ctx.stored_data[self.motherbox_key]) > 1:
continue
desire = len(set(info["desired_traits"]).intersection([trait["trait"] for trait in gift_base["traits"]]))
desire = len(set(info["DesiredTraits"]).intersection([trait["Trait"] for trait in gift_base["Traits"]]))
if desire > most_applicable:
most_applicable = desire
most_applicable_slot = int(slot)
elif most_applicable_slot == ctx.slot and most_applicable == -1 and info["accepts_any_gift"]:
elif most_applicable_slot != ctx.slot and most_applicable == -1 and info["AcceptsAnyGift"]:
# only send to ourselves if no one else will take it
most_applicable_slot = int(slot)
# print(most_applicable, most_applicable_slot)
item_uuid = uuid.uuid4().hex
item = {
**gift_base,
"id": item_uuid,
"sender_slot": ctx.slot,
"receiver_slot": most_applicable_slot,
"sender_team": ctx.team,
"receiver_team": ctx.team, # for the moment
"is_refund": False
"ID": item_uuid,
"Sender": ctx.player_names[ctx.slot],
"Receiver": ctx.player_names[most_applicable_slot],
"SenderTeam": ctx.team,
"ReceiverTeam": ctx.team, # for the moment
"IsRefund": False
}
# print(item)
await update_object(ctx, f"Giftbox;{ctx.team};{most_applicable_slot}", {
@@ -276,9 +276,8 @@ class KDL3SNIClient(SNIClient):
if not self.initialize_gifting:
self.giftbox_key = f"Giftbox;{ctx.team};{ctx.slot}"
self.motherbox_key = f"Giftboxes;{ctx.team}"
enable_gifting = await snes_read(ctx, KDL3_GIFTING_FLAG, 0x02)
await initialize_giftboxes(ctx, self.giftbox_key, self.motherbox_key,
bool(int.from_bytes(enable_gifting, "little")))
enable_gifting = await snes_read(ctx, KDL3_GIFTING_FLAG, 0x01)
await initialize_giftboxes(ctx, self.giftbox_key, self.motherbox_key, bool(enable_gifting[0]))
self.initialize_gifting = True
# can't check debug anymore, without going and copying the value. might be important later.
if not self.levels:
@@ -351,19 +350,19 @@ class KDL3SNIClient(SNIClient):
self.item_queue.append(item_idx | 0x80)
# handle gifts here
gifting_status = int.from_bytes(await snes_read(ctx, KDL3_GIFTING_FLAG, 0x02), "little")
if hasattr(self, "gifting") and self.gifting:
if gifting_status:
gifting_status = await snes_read(ctx, KDL3_GIFTING_FLAG, 0x01)
if hasattr(ctx, "gifting") and ctx.gifting:
if gifting_status[0]:
gift = await snes_read(ctx, KDL3_GIFTING_SEND, 0x01)
if gift[0]:
# we have a gift to send
await self.pick_gift_recipient(ctx, gift[0])
snes_buffered_write(ctx, KDL3_GIFTING_SEND, bytes([0x00]))
else:
snes_buffered_write(ctx, KDL3_GIFTING_FLAG, bytes([0x01, 0x00]))
snes_buffered_write(ctx, KDL3_GIFTING_FLAG, bytes([0x01]))
else:
if gifting_status:
snes_buffered_write(ctx, KDL3_GIFTING_FLAG, bytes([0x00, 0x00]))
if gifting_status[0]:
snes_buffered_write(ctx, KDL3_GIFTING_FLAG, bytes([0x00]))
await snes_flush_writes(ctx)

View File

@@ -37,158 +37,157 @@ async def initialize_giftboxes(ctx: "SNIContext", giftbox_key: str, motherbox_ke
ctx.set_notify(motherbox_key, giftbox_key)
await update_object(ctx, f"Giftboxes;{ctx.team}", {f"{ctx.slot}":
{
"is_open": is_open,
"IsOpen": is_open,
**kdl3_gifting_options
}})
await update_object(ctx, f"Giftbox;{ctx.team};{ctx.slot}", {})
ctx.client_handler.gifting = is_open
kdl3_gifting_options = {
"accepts_any_gift": True,
"desired_traits": [
"AcceptsAnyGift": True,
"DesiredTraits": [
"Consumable", "Food", "Drink", "Candy", "Tomato",
"Invincible", "Life", "Heal", "Health", "Trap",
"Goo", "Gel", "Slow", "Slowness", "Eject", "Removal"
],
"minimum_gift_version": 3,
"MinimumGiftVersion": 2,
}
kdl3_gifts = {
1: {
"item_name": "1-Up",
"amount": 1,
"item_value": 400000,
"traits": [
"ItemName": "1-Up",
"Amount": 1,
"ItemValue": 400000,
"Traits": [
{
"trait": "Consumable",
"quality": 1,
"duration": 1,
"Trait": "Consumable",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Life",
"quality": 1,
"duration": 1
"Trait": "Life",
"Quality": 1,
"Duration": 1
}
]
},
2: {
"item_name": "Maxim Tomato",
"amount": 1,
"item_value": 500000,
"traits": [
"ItemName": "Maxim Tomato",
"Amount": 1,
"ItemValue": 500000,
"Traits": [
{
"trait": "Consumable",
"quality": 5,
"duration": 1,
"Trait": "Consumable",
"Quality": 5,
"Duration": 1,
},
{
"trait": "Heal",
"quality": 5,
"duration": 1,
"Trait": "Heal",
"Quality": 5,
"Duration": 1,
},
{
"trait": "Food",
"quality": 5,
"duration": 1,
"Trait": "Food",
"Quality": 5,
"Duration": 1,
},
{
"trait": "Tomato",
"quality": 5,
"duration": 1,
"Trait": "Tomato",
"Quality": 5,
"Duration": 1,
},
{
"trait": "Vegetable",
"quality": 5,
"duration": 1,
"Trait": "Vegetable",
"Quality": 5,
"Duration": 1,
}
]
},
3: {
"item_name": "Energy Drink",
"amount": 1,
"item_value": 100000,
"traits": [
"ItemName": "Energy Drink",
"Amount": 1,
"ItemValue": 100000,
"Traits": [
{
"trait": "Consumable",
"quality": 1,
"duration": 1,
"Trait": "Consumable",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Heal",
"quality": 1,
"duration": 1,
"Trait": "Heal",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Drink",
"quality": 1,
"duration": 1,
"Trait": "Drink",
"Quality": 1,
"Duration": 1,
},
]
},
5: {
"item_name": "Small Star Piece",
"amount": 1,
"item_value": 10000,
"traits": [
"ItemName": "Small Star Piece",
"Amount": 1,
"ItemValue": 10000,
"Traits": [
{
"trait": "Currency",
"quality": 1,
"duration": 1,
"Trait": "Currency",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Money",
"quality": 1,
"duration": 1,
"Trait": "Money",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Star",
"quality": 1,
"duration": 1
"Trait": "Star",
"Quality": 1,
"Duration": 1
}
]
},
6: {
"item_name": "Medium Star Piece",
"amount": 1,
"item_value": 30000,
"traits": [
"ItemName": "Medium Star Piece",
"Amount": 1,
"ItemValue": 30000,
"Traits": [
{
"trait": "Currency",
"quality": 3,
"duration": 1,
"Trait": "Currency",
"Quality": 3,
"Duration": 1,
},
{
"trait": "Money",
"quality": 3,
"duration": 1,
"Trait": "Money",
"Quality": 3,
"Duration": 1,
},
{
"trait": "Star",
"quality": 3,
"duration": 1
"Trait": "Star",
"Quality": 3,
"Duration": 1
}
]
},
7: {
"item_name": "Large Star Piece",
"amount": 1,
"item_value": 50000,
"traits": [
"ItemName": "Large Star Piece",
"Amount": 1,
"ItemValue": 50000,
"Traits": [
{
"trait": "Currency",
"quality": 5,
"duration": 1,
"Trait": "Currency",
"Quality": 5,
"Duration": 1,
},
{
"trait": "Money",
"quality": 5,
"duration": 1,
"Trait": "Money",
"Quality": 5,
"Duration": 1,
},
{
"trait": "Star",
"quality": 5,
"duration": 1
"Trait": "Star",
"Quality": 5,
"Duration": 1
}
]
},
@@ -196,90 +195,90 @@ kdl3_gifts = {
kdl3_trap_gifts = {
0: {
"item_name": "Gooey Bag",
"amount": 1,
"item_value": 10000,
"traits": [
"ItemName": "Gooey Bag",
"Amount": 1,
"ItemValue": 10000,
"Traits": [
{
"trait": "Trap",
"quality": 1,
"duration": 1,
"Trait": "Trap",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Goo",
"quality": 1,
"duration": 1,
"Trait": "Goo",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Gel",
"quality": 1,
"duration": 1
"Trait": "Gel",
"Quality": 1,
"Duration": 1
}
]
},
1: {
"item_name": "Slowness",
"amount": 1,
"item_value": 10000,
"traits": [
"ItemName": "Slowness",
"Amount": 1,
"ItemValue": 10000,
"Traits": [
{
"trait": "Trap",
"quality": 1,
"duration": 1,
"Trait": "Trap",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Slow",
"quality": 1,
"duration": 1,
"Trait": "Slow",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Slowness",
"quality": 1,
"duration": 1
"Trait": "Slowness",
"Quality": 1,
"Duration": 1
}
]
},
2: {
"item_name": "Eject Ability",
"amount": 1,
"item_value": 10000,
"traits": [
"ItemName": "Eject Ability",
"Amount": 1,
"ItemValue": 10000,
"Traits": [
{
"trait": "Trap",
"quality": 1,
"duration": 1,
"Trait": "Trap",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Eject",
"quality": 1,
"duration": 1,
"Trait": "Eject",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Removal",
"quality": 1,
"duration": 1
"Trait": "Removal",
"Quality": 1,
"Duration": 1
}
]
},
3: {
"item_name": "Bad Meal",
"amount": 1,
"item_value": 10000,
"traits": [
"ItemName": "Bad Meal",
"Amount": 1,
"ItemValue": 10000,
"Traits": [
{
"trait": "Trap",
"quality": 1,
"duration": 1,
"Trait": "Trap",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Damage",
"quality": 1,
"duration": 1,
"Trait": "Damage",
"Quality": 1,
"Duration": 1,
},
{
"trait": "Food",
"quality": 1,
"duration": 1
"Trait": "Food",
"Quality": 1,
"Duration": 1
}
]
},

View File

@@ -289,7 +289,7 @@ class KirbyFlavorPreset(Choice):
option_lime = 12
option_lavender = 13
option_miku = 14
option_custom = -1
option_custom = 15
default = 0
@classmethod
@@ -297,7 +297,7 @@ class KirbyFlavorPreset(Choice):
text = text.lower()
if text == "random":
choice_list = list(cls.name_lookup)
choice_list.remove(-1)
choice_list.remove(14)
return cls(random.choice(choice_list))
return super().from_text(text)
@@ -347,7 +347,7 @@ class GooeyFlavorPreset(Choice):
option_orange = 11
option_lime = 12
option_lavender = 13
option_custom = -1
option_custom = 14
default = 0
@classmethod
@@ -355,7 +355,7 @@ class GooeyFlavorPreset(Choice):
text = text.lower()
if text == "random":
choice_list = list(cls.name_lookup)
choice_list.remove(-1)
choice_list.remove(14)
return cls(random.choice(choice_list))
return super().from_text(text)

View File

@@ -7,6 +7,7 @@ import hashlib
import os
import struct
import settings
from worlds.Files import APProcedurePatch, APTokenMixin, APTokenTypes, APPatchExtension
from .aesthetics import get_palette_bytes, kirby_target_palettes, get_kirby_palette, gooey_target_palettes, \
get_gooey_palette
@@ -474,7 +475,8 @@ def patch_rom(world: "KDL3World", patch: KDL3ProcedurePatch) -> None:
patch.write_token(APTokenTypes.WRITE, 0x3D016, world.options.ow_boss_requirement.value.to_bytes(2, "little"))
patch.write_token(APTokenTypes.WRITE, 0x3D018, world.options.consumables.value.to_bytes(2, "little"))
patch.write_token(APTokenTypes.WRITE, 0x3D01A, world.options.starsanity.value.to_bytes(2, "little"))
patch.write_token(APTokenTypes.WRITE, 0x3D01C, world.options.gifting.value.to_bytes(2, "little"))
patch.write_token(APTokenTypes.WRITE, 0x3D01C, world.options.gifting.value.to_bytes(2, "little")
if world.multiworld.players > 1 else bytes([0, 0]))
patch.write_token(APTokenTypes.WRITE, 0x3D01E, world.options.strict_bosses.value.to_bytes(2, "little"))
# don't write gifting for solo game, since there's no one to send anything to
@@ -592,9 +594,9 @@ def get_base_rom_bytes() -> bytes:
def get_base_rom_path(file_name: str = "") -> str:
from . import KDL3World
options: settings.Settings = settings.get_settings()
if not file_name:
file_name = KDL3World.settings.rom_file
file_name = options["kdl3_options"]["rom_file"]
if not os.path.exists(file_name):
file_name = Utils.user_path(file_name)
return file_name

View File

@@ -34,7 +34,7 @@ class KH2Context(CommonContext):
self.growthlevel = None
self.kh2connected = False
self.kh2_finished_game = False
self.serverconnected = False
self.serverconneced = False
self.item_name_to_data = {name: data for name, data, in item_dictionary_table.items()}
self.location_name_to_data = {name: data for name, data, in all_locations.items()}
self.kh2_data_package = {}
@@ -47,8 +47,6 @@ class KH2Context(CommonContext):
self.location_name_to_worlddata = {name: data for name, data, in all_world_locations.items()}
self.sending = []
self.slot_name = None
self.disconnect_from_server = False
# list used to keep track of locations+items player has. Used for disoneccting
self.kh2_seed_save_cache = {
"itemIndex": -1,
@@ -187,20 +185,11 @@ class KH2Context(CommonContext):
if password_requested and not self.password:
await super(KH2Context, self).server_auth(password_requested)
await self.get_username()
# if slot name != first time login or previous name
# and seed name is none or saved seed name
if not self.slot_name and not self.kh2seedname:
await self.send_connect()
elif self.slot_name == self.auth and self.kh2seedname:
await self.send_connect()
else:
logger.info(f"You are trying to connect with data still cached in the client. Close client or connect to the correct slot: {self.slot_name}")
self.serverconnected = False
self.disconnect_from_server = True
await self.send_connect()
async def connection_closed(self):
self.kh2connected = False
self.serverconnected = False
self.serverconneced = False
if self.kh2seedname is not None and self.auth is not None:
with open(self.kh2_seed_save_path_join, 'w') as f:
f.write(json.dumps(self.kh2_seed_save, indent=4))
@@ -208,8 +197,7 @@ class KH2Context(CommonContext):
async def disconnect(self, allow_autoreconnect: bool = False):
self.kh2connected = False
self.serverconnected = False
self.locations_checked = []
self.serverconneced = False
if self.kh2seedname not in {None} and self.auth not in {None}:
with open(self.kh2_seed_save_path_join, 'w') as f:
f.write(json.dumps(self.kh2_seed_save, indent=4))
@@ -251,15 +239,7 @@ class KH2Context(CommonContext):
def on_package(self, cmd: str, args: dict):
if cmd == "RoomInfo":
if not self.kh2seedname:
self.kh2seedname = args['seed_name']
elif self.kh2seedname != args['seed_name']:
self.disconnect_from_server = True
self.serverconnected = False
self.kh2connected = False
logger.info("Connection to the wrong seed, connect to the correct seed or close the client.")
return
self.kh2seedname = args['seed_name']
self.kh2_seed_save_path = f"kh2save2{self.kh2seedname}{self.auth}.json"
self.kh2_seed_save_path_join = os.path.join(self.game_communication_path, self.kh2_seed_save_path)
@@ -358,7 +338,7 @@ class KH2Context(CommonContext):
},
},
}
if start_index > self.kh2_seed_save_cache["itemIndex"] and self.serverconnected:
if start_index > self.kh2_seed_save_cache["itemIndex"] and self.serverconneced:
self.kh2_seed_save_cache["itemIndex"] = start_index
for item in args['items']:
asyncio.create_task(self.give_item(item.item, item.location))
@@ -390,14 +370,12 @@ class KH2Context(CommonContext):
if not self.kh2:
self.kh2 = pymem.Pymem(process_name="KINGDOM HEARTS II FINAL MIX")
self.get_addresses()
#
except Exception as e:
if self.kh2connected:
self.kh2connected = False
logger.info("Game is not open.")
self.serverconnected = True
self.slot_name = self.auth
self.serverconneced = True
def data_package_kh2_cache(self, loc_to_id, item_to_id):
self.kh2_loc_name_to_id = loc_to_id
@@ -515,38 +493,23 @@ class KH2Context(CommonContext):
async def give_item(self, item, location):
try:
# sleep so we can get the datapackage and not miss any items that were sent to us while we didnt have our item id dicts
# todo: ripout all the itemtype stuff and just have one dictionary. the only thing that needs to be tracked from the server/local is abilites
#sleep so we can get the datapackage and not miss any items that were sent to us while we didnt have our item id dicts
while not self.lookup_id_to_item:
await asyncio.sleep(0.5)
itemname = self.lookup_id_to_item[item]
itemdata = self.item_name_to_data[itemname]
# itemcode = self.kh2_item_name_to_id[itemname]
if itemdata.ability:
if location in self.all_weapon_location_id:
return
# growth have reserved ability slots because of how the goa handles them
if itemname in {"High Jump", "Quick Run", "Dodge Roll", "Aerial Dodge", "Glide"}:
self.kh2_seed_save_cache["AmountInvo"]["Growth"][itemname] += 1
return
if itemname not in self.kh2_seed_save_cache["AmountInvo"]["Ability"]:
self.kh2_seed_save_cache["AmountInvo"]["Ability"][itemname] = []
# appending the slot that the ability should be in
# abilities have a limit amount of slots.
# we start from the back going down to not mess with stuff.
# Front of Invo
# Sora: Save+24F0+0x54 : 0x2546
# Donald: Save+2604+0x54 : 0x2658
# Goofy: Save+2718+0x54 : 0x276C
# Back of Invo. Sora has 6 ability slots that are reserved
# Sora: Save+24F0+0x54+0x92 : 0x25D8
# Donald: Save+2604+0x54+0x9C : 0x26F4
# Goofy: Save+2718+0x54+0x9C : 0x2808
# seed has 2 scans in sora's abilities
# recieved second scan
# if len(seed_save(Scan:[ability slot 52]) < (2)amount of that ability they should have from slot data
# ability_slot = back of inventory that isnt taken
# add ability_slot to seed_save(Scan[]) so now its Scan:[ability slot 52,50]
# decrease back of inventory since its ability_slot is already taken
# appending the slot that the ability should be in
if len(self.kh2_seed_save_cache["AmountInvo"]["Ability"][itemname]) < \
self.AbilityQuantityDict[itemname]:
if itemname in self.sora_ability_set:
@@ -565,21 +528,18 @@ class KH2Context(CommonContext):
if ability_slot in self.front_ability_slots:
self.front_ability_slots.remove(ability_slot)
# if itemdata in {bitmask} all the forms,summons and a few other things are bitmasks
elif itemdata.memaddr in {0x36C4, 0x36C5, 0x36C6, 0x36C0, 0x36CA}:
# if memaddr is in a bitmask location in memory
if itemname not in self.kh2_seed_save_cache["AmountInvo"]["Bitmask"]:
self.kh2_seed_save_cache["AmountInvo"]["Bitmask"].append(itemname)
# if itemdata in {magic}
elif itemdata.memaddr in {0x3594, 0x3595, 0x3596, 0x3597, 0x35CF, 0x35D0}:
# if memaddr is in magic addresses
self.kh2_seed_save_cache["AmountInvo"]["Magic"][itemname] += 1
# equipment is a list instead of dict because you can only have 1 currently
elif itemname in self.all_equipment:
self.kh2_seed_save_cache["AmountInvo"]["Equipment"].append(itemname)
# weapons are done differently since you can only have one and has to check it differently
elif itemname in self.all_weapons:
if itemname in self.keyblade_set:
self.kh2_seed_save_cache["AmountInvo"]["Weapon"]["Sora"].append(itemname)
@@ -588,11 +548,9 @@ class KH2Context(CommonContext):
else:
self.kh2_seed_save_cache["AmountInvo"]["Weapon"]["Goofy"].append(itemname)
# TODO: this can just be removed and put into the else below it
elif itemname in self.stat_increase_set:
self.kh2_seed_save_cache["AmountInvo"]["StatIncrease"][itemname] += 1
else:
# "normal" items. They have a unique byte reserved for how many they have
if itemname in self.kh2_seed_save_cache["AmountInvo"]["Amount"]:
self.kh2_seed_save_cache["AmountInvo"]["Amount"][itemname] += 1
else:
@@ -972,7 +930,7 @@ def finishedGame(ctx: KH2Context):
async def kh2_watcher(ctx: KH2Context):
while not ctx.exit_event.is_set():
try:
if ctx.kh2connected and ctx.serverconnected:
if ctx.kh2connected and ctx.serverconneced:
ctx.sending = []
await asyncio.create_task(ctx.checkWorldLocations())
await asyncio.create_task(ctx.checkLevels())
@@ -986,19 +944,13 @@ async def kh2_watcher(ctx: KH2Context):
if ctx.sending:
message = [{"cmd": 'LocationChecks', "locations": ctx.sending}]
await ctx.send_msgs(message)
elif not ctx.kh2connected and ctx.serverconnected:
logger.info("Game Connection lost. trying to reconnect.")
elif not ctx.kh2connected and ctx.serverconneced:
logger.info("Game Connection lost. waiting 15 seconds until trying to reconnect.")
ctx.kh2 = None
while not ctx.kh2connected and ctx.serverconnected:
try:
ctx.kh2 = pymem.Pymem(process_name="KINGDOM HEARTS II FINAL MIX")
ctx.get_addresses()
logger.info("Game Connection Established.")
except Exception as e:
await asyncio.sleep(5)
if ctx.disconnect_from_server:
ctx.disconnect_from_server = False
await ctx.disconnect()
while not ctx.kh2connected and ctx.serverconneced:
await asyncio.sleep(15)
ctx.kh2 = pymem.Pymem(process_name="KINGDOM HEARTS II FINAL MIX")
ctx.get_addresses()
except Exception as e:
if ctx.kh2connected:
ctx.kh2connected = False

View File

@@ -13,7 +13,6 @@ from worlds.Files import APPlayerContainer
class KH2Container(APPlayerContainer):
game: str = 'Kingdom Hearts 2'
patch_file_ending = ".zip"
def __init__(self, patch_data: dict, base_path: str, output_directory: str,
player=None, player_name: str = "", server: str = ""):

View File

@@ -277,7 +277,9 @@ class KH2World(World):
if self.options.FillerItemsLocal:
for item in filler_items:
self.options.local_items.value.add(item)
# By imitating remote this doesn't have to be plandoded filler anymore
# for location in {LocationName.JunkMedal, LocationName.JunkMedal}:
# self.plando_locations[location] = random_stt_item
if not self.options.SummonLevelLocationToggle:
self.total_locations -= 6
@@ -398,8 +400,6 @@ class KH2World(World):
# plando goofy get bonuses
goofy_get_bonus_location_pool = [self.multiworld.get_location(location, self.player) for location in
Goofy_Checks.keys() if Goofy_Checks[location].yml != "Keyblade"]
if len(goofy_get_bonus_location_pool) > len(self.goofy_get_bonus_abilities):
raise Exception(f"Too little abilities to fill goofy get bonus locations for player {self.player_name}.")
for location in goofy_get_bonus_location_pool:
self.random.choice(self.goofy_get_bonus_abilities)
random_ability = self.random.choice(self.goofy_get_bonus_abilities)
@@ -416,12 +416,11 @@ class KH2World(World):
random_ability = self.random.choice(self.donald_weapon_abilities)
location.place_locked_item(random_ability)
self.donald_weapon_abilities.remove(random_ability)
# if option is turned off
if not self.options.DonaldGoofyStatsanity:
# plando goofy get bonuses
donald_get_bonus_location_pool = [self.multiworld.get_location(location, self.player) for location in
Donald_Checks.keys() if Donald_Checks[location].yml != "Keyblade"]
if len(donald_get_bonus_location_pool) > len(self.donald_get_bonus_abilities):
raise Exception(f"Too little abilities to fill donald get bonus locations for player {self.player_name}.")
for location in donald_get_bonus_location_pool:
random_ability = self.random.choice(self.donald_get_bonus_abilities)
location.place_locked_item(random_ability)

View File

@@ -220,6 +220,7 @@ To this day I still don't know if we inconvenienced the Mad Batter or not.
Oh, hi #####
People forgot I was playable in Hyrule Warriors
Join our Discord. Or else.
Also try Minecraft!
I see you're finally awake...
OwO
This is Todd Howard, and today I'm pleased to announce... The Elder Scrolls V: Skyrim for the Nintendo Game Boy Color!
@@ -280,6 +281,7 @@ Try Mario & Luigi Superstar Saga!
Try MegaMan Battle Network 3!
Try Meritous!
Try The Messenger!
Try Minecraft!
Try Muse Dash!
Try Noita!
Try Ocarina of Time!

View File

@@ -335,9 +335,7 @@ class LinksAwakeningWorld(World):
start_item = next((item for item in start_items if opens_new_regions(item)), None)
if start_item:
# Make sure we're removing the same copy of the item that we're placing
# (.remove checks __eq__, which could be a different copy, so we find the first index and use .pop)
start_item = itempool.pop(itempool.index(start_item))
itempool.remove(start_item)
start_loc.place_locked_item(start_item)
else:
logging.getLogger("Link's Awakening Logger").warning(f"No {self.options.tarins_gift.current_option_name} available for Tarin's Gift.")

View File

@@ -4956,16 +4956,10 @@
Outside The Initiated:
room: Art Gallery
door: Exit
The Bearer (East):
static_painting: True
The Bearer (North):
static_painting: True
The Bearer (South):
static_painting: True
The Bearer (West):
- static_painting: True
- room: The Bearer (West)
door: Side Area Shortcut
The Bearer (East): True
The Bearer (North): True
The Bearer (South): True
The Bearer (West): True
Roof: True
panels:
Achievement:
@@ -5059,8 +5053,7 @@
- MIDDLE
The Bearer (East):
entrances:
Cross Tower (East):
static_painting: True
Cross Tower (East): True
Bearer Side Area:
door: Side Area Access
Roof: True
@@ -5091,8 +5084,7 @@
panel: SPACE
The Bearer (North):
entrances:
Cross Tower (North):
static_painting: True
Cross Tower (East): True
Roof: True
panels:
SILENT (1):
@@ -5136,8 +5128,7 @@
panel: POTS
The Bearer (South):
entrances:
Cross Tower (South):
static_painting: True
Cross Tower (North): True
Bearer Side Area:
door: Side Area Shortcut
Roof: True
@@ -5171,10 +5162,7 @@
panel: SILENT (1)
The Bearer (West):
entrances:
Cross Tower (West):
static_painting: True
The Bearer:
door: Side Area Shortcut
Cross Tower (West): True
Bearer Side Area:
door: Side Area Shortcut
Roof: True
@@ -5247,7 +5235,6 @@
The Bearer:
room: The Bearer
door: East Entrance
static_painting: True
Roof: True
panels:
WINTER:
@@ -5263,7 +5250,6 @@
The Bearer (East):
room: The Bearer (East)
door: North Entrance
static_painting: True
Roof: True
panels:
NORTH:
@@ -5284,7 +5270,6 @@
The Bearer (North):
room: The Bearer (North)
door: South Entrance
static_painting: True
panels:
FIRE:
id: Cross Room/Panel_fire_fire
@@ -5299,7 +5284,6 @@
Bearer Side Area:
room: Bearer Side Area
door: West Entrance
static_painting: True
Roof: True
panels:
DIAMONDS:
@@ -7124,8 +7108,6 @@
entrances:
Orange Tower Third Floor:
warp: True
Art Gallery (First Floor):
warp: True
Art Gallery (Second Floor):
warp: True
Art Gallery (Third Floor):
@@ -7143,6 +7125,22 @@
required_door:
room: Number Hunt
door: Eights
EON:
id: Painting Room/Panel_eon_one
colors: yellow
tag: midyellow
TRUSTWORTHY:
id: Painting Room/Panel_to_two
colors: red
tag: midred
FREE:
id: Painting Room/Panel_free_three
colors: purple
tag: midpurp
OUR:
id: Painting Room/Panel_our_four
colors: blue
tag: midblue
ORDER:
id: Painting Room/Panel_order_onepathmanyturns
tag: forbid
@@ -7161,8 +7159,15 @@
- scenery_painting_2c
skip_location: True
panels:
- room: Art Gallery (First Floor)
panel: EON
- EON
First Floor Puzzles:
skip_item: True
location_name: Art Gallery - First Floor Puzzles
panels:
- EON
- TRUSTWORTHY
- FREE
- OUR
Third Floor:
painting_id:
- scenery_painting_3b
@@ -7222,42 +7227,11 @@
- Third Floor
- Fourth Floor
- Fifth Floor
Art Gallery (First Floor):
entrances:
Art Gallery:
static_painting: True
panels:
EON:
id: Painting Room/Panel_eon_one
colors: yellow
tag: midyellow
TRUSTWORTHY:
id: Painting Room/Panel_to_two
colors: red
tag: midred
FREE:
id: Painting Room/Panel_free_three
colors: purple
tag: midpurp
OUR:
id: Painting Room/Panel_our_four
colors: blue
tag: midblue
doors:
Puzzles:
skip_item: True
location_name: Art Gallery - First Floor Puzzles
panels:
- EON
- TRUSTWORTHY
- FREE
- OUR
Art Gallery (Second Floor):
entrances:
Art Gallery:
room: Art Gallery
door: Second Floor
static_painting: True
panels:
HOUSE:
id: Painting Room/Panel_house_neighborhood
@@ -7289,7 +7263,6 @@
Art Gallery:
room: Art Gallery
door: Third Floor
static_painting: True
panels:
AN:
id: Painting Room/Panel_an_many
@@ -7321,7 +7294,6 @@
Art Gallery:
room: Art Gallery
door: Fourth Floor
static_painting: True
panels:
URNS:
id: Painting Room/Panel_urns_turns

Binary file not shown.

View File

@@ -727,12 +727,11 @@ panels:
WANDER: 444975
Art Gallery:
EIGHT: 444976
ORDER: 444981
Art Gallery (First Floor):
EON: 444977
TRUSTWORTHY: 444978
FREE: 444979
OUR: 444980
ORDER: 444981
Art Gallery (Second Floor):
HOUSE: 444982
PATH: 444983
@@ -1383,6 +1382,8 @@ doors:
Art Gallery:
Second Floor:
item: 444558
First Floor Puzzles:
location: 445256
Third Floor:
item: 444559
Fourth Floor:
@@ -1392,9 +1393,6 @@ doors:
Exit:
item: 444562
location: 444981
Art Gallery (First Floor):
Puzzles:
location: 445256
Art Gallery (Second Floor):
Puzzles:
location: 445257

View File

@@ -23,7 +23,6 @@ class EntranceType(Flag):
SUNWARP = auto()
WARP = auto()
CROSSROADS_ROOF_ACCESS = auto()
STATIC_PAINTING = auto()
class RoomEntrance(NamedTuple):

View File

@@ -30,7 +30,7 @@ def is_acceptable_pilgrimage_entrance(entrance_type: EntranceType, world: "Lingo
allowed_entrance_types = EntranceType.NORMAL
if world.options.pilgrimage_allows_paintings:
allowed_entrance_types |= EntranceType.PAINTING | EntranceType.STATIC_PAINTING
allowed_entrance_types |= EntranceType.PAINTING
if world.options.pilgrimage_allows_roof_access:
allowed_entrance_types |= EntranceType.CROSSROADS_ROOF_ACCESS
@@ -105,8 +105,7 @@ def create_regions(world: "LingoWorld") -> None:
regions[pilgrimage_region_name] = Region(pilgrimage_region_name, world.player, world.multiworld)
# Connect all created regions now that they exist.
allowed_entrance_types = EntranceType.NORMAL | EntranceType.WARP | EntranceType.CROSSROADS_ROOF_ACCESS | \
EntranceType.STATIC_PAINTING
allowed_entrance_types = EntranceType.NORMAL | EntranceType.WARP | EntranceType.CROSSROADS_ROOF_ACCESS
if not painting_shuffle:
# Don't use the vanilla painting connections if we are shuffling paintings.
@@ -157,11 +156,11 @@ def create_regions(world: "LingoWorld") -> None:
regions[from_room].connect(regions[to_room], f"Pilgrimage Part {i+1}")
else:
connect_entrance(regions, regions["Starting Room"], regions["Pilgrim Antechamber"], "Sun Painting",
RoomAndDoor("Pilgrim Antechamber", "Sun Painting"), EntranceType.STATIC_PAINTING, False, world)
RoomAndDoor("Pilgrim Antechamber", "Sun Painting"), EntranceType.PAINTING, False, world)
if early_color_hallways:
connect_entrance(regions, regions["Starting Room"], regions["Color Hallways"], "Early Color Hallways",
None, EntranceType.STATIC_PAINTING, False, world)
None, EntranceType.PAINTING, False, world)
if painting_shuffle:
for warp_enter, warp_exit in world.player_logic.painting_mapping.items():

View File

@@ -138,8 +138,6 @@ def process_single_entrance(source_room: str, room_name: str, door_obj) -> RoomE
entrance_type = EntranceType.WARP
elif source_room == "Crossroads" and room_name == "Roof":
entrance_type = EntranceType.CROSSROADS_ROOF_ACCESS
elif "static_painting" in door_obj and door_obj["static_painting"]:
entrance_type = EntranceType.STATIC_PAINTING
if "painting" in door_obj and door_obj["painting"]:
PAINTING_EXIT_ROOMS.add(room_name)

View File

@@ -2,7 +2,7 @@
# the file are consistent. It also checks that the panel and door IDs mentioned
# all exist in the map file.
#
# Usage: validate_config.rb [config file] [ids path] [map file]
# Usage: validate_config.rb [config file] [map file]
require 'set'
require 'yaml'

View File

@@ -281,7 +281,7 @@ class MessengerWorld(World):
disconnect_entrances(self)
add_closed_portal_reqs(self)
# i need portal shuffle to happen after rules exist so i can validate it
attempts = 20
attempts = 5
if self.options.shuffle_portals:
self.portal_mapping = []
self.spoiler_portal_mapping = {}

View File

@@ -0,0 +1,26 @@
import os
import json
import pkgutil
def load_data_file(*args) -> dict:
fname = "/".join(["data", *args])
return json.loads(pkgutil.get_data(__name__, fname).decode())
# For historical reasons, these values are different.
# They remain different to ensure datapackage consistency.
# Do not separate other games' location and item IDs like this.
item_id_offset: int = 45000
location_id_offset: int = 42000
item_info = load_data_file("items.json")
item_name_to_id = {name: item_id_offset + index \
for index, name in enumerate(item_info["all_items"])}
item_name_to_id["Bee Trap"] = item_id_offset + 100 # historical reasons
location_info = load_data_file("locations.json")
location_name_to_id = {name: location_id_offset + index \
for index, name in enumerate(location_info["all_locations"])}
exclusion_info = load_data_file("excluded_locations.json")
region_info = load_data_file("regions.json")

View File

@@ -0,0 +1,55 @@
from math import ceil
from typing import List
from BaseClasses import Item
from . import Constants
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from . import MinecraftWorld
def get_junk_item_names(rand, k: int) -> str:
junk_weights = Constants.item_info["junk_weights"]
junk = rand.choices(
list(junk_weights.keys()),
weights=list(junk_weights.values()),
k=k)
return junk
def build_item_pool(world: "MinecraftWorld") -> List[Item]:
multiworld = world.multiworld
player = world.player
itempool = []
total_location_count = len(multiworld.get_unfilled_locations(player))
required_pool = Constants.item_info["required_pool"]
# Add required progression items
for item_name, num in required_pool.items():
itempool += [world.create_item(item_name) for _ in range(num)]
# Add structure compasses
if world.options.structure_compasses:
compasses = [name for name in world.item_name_to_id if "Structure Compass" in name]
for item_name in compasses:
itempool.append(world.create_item(item_name))
# Dragon egg shards
if world.options.egg_shards_required > 0:
num = world.options.egg_shards_available
itempool += [world.create_item("Dragon Egg Shard") for _ in range(num)]
# Bee traps
bee_trap_percentage = world.options.bee_traps * 0.01
if bee_trap_percentage > 0:
bee_trap_qty = ceil(bee_trap_percentage * (total_location_count - len(itempool)))
itempool += [world.create_item("Bee Trap") for _ in range(bee_trap_qty)]
# Fill remaining itempool with randomly generated junk
junk = get_junk_item_names(world.random, total_location_count - len(itempool))
itempool += [world.create_item(name) for name in junk]
return itempool

143
worlds/minecraft/Options.py Normal file
View File

@@ -0,0 +1,143 @@
from Options import Choice, Toggle, DefaultOnToggle, Range, OptionList, DeathLink, PlandoConnections, \
PerGameCommonOptions
from .Constants import region_info
from dataclasses import dataclass
class AdvancementGoal(Range):
"""Number of advancements required to spawn bosses."""
display_name = "Advancement Goal"
range_start = 0
range_end = 114
default = 40
class EggShardsRequired(Range):
"""Number of dragon egg shards to collect to spawn bosses."""
display_name = "Egg Shards Required"
range_start = 0
range_end = 50
default = 0
class EggShardsAvailable(Range):
"""Number of dragon egg shards available to collect."""
display_name = "Egg Shards Available"
range_start = 0
range_end = 50
default = 0
class BossGoal(Choice):
"""Bosses which must be defeated to finish the game."""
display_name = "Required Bosses"
option_none = 0
option_ender_dragon = 1
option_wither = 2
option_both = 3
default = 1
@property
def dragon(self):
return self.value % 2 == 1
@property
def wither(self):
return self.value > 1
class ShuffleStructures(DefaultOnToggle):
"""Enables shuffling of villages, outposts, fortresses, bastions, and end cities."""
display_name = "Shuffle Structures"
class StructureCompasses(DefaultOnToggle):
"""Adds structure compasses to the item pool, which point to the nearest indicated structure."""
display_name = "Structure Compasses"
class BeeTraps(Range):
"""Replaces a percentage of junk items with bee traps, which spawn multiple angered bees around every player when
received."""
display_name = "Bee Trap Percentage"
range_start = 0
range_end = 100
default = 0
class CombatDifficulty(Choice):
"""Modifies the level of items logically required for exploring dangerous areas and fighting bosses."""
display_name = "Combat Difficulty"
option_easy = 0
option_normal = 1
option_hard = 2
default = 1
class HardAdvancements(Toggle):
"""Enables certain RNG-reliant or tedious advancements."""
display_name = "Include Hard Advancements"
class UnreasonableAdvancements(Toggle):
"""Enables the extremely difficult advancements "How Did We Get Here?" and "Adventuring Time.\""""
display_name = "Include Unreasonable Advancements"
class PostgameAdvancements(Toggle):
"""Enables advancements that require spawning and defeating the required bosses."""
display_name = "Include Postgame Advancements"
class SendDefeatedMobs(Toggle):
"""Send killed mobs to other Minecraft worlds which have this option enabled."""
display_name = "Send Defeated Mobs"
class StartingItems(OptionList):
"""Start with these items. Each entry should be of this format: {item: "item_name", amount: #}
`item` can include components, and should be in an identical format to a `/give` command with
`"` escaped for json reasons.
`amount` is optional and will default to 1 if omitted.
example:
```
starting_items: [
{ "item": "minecraft:stick[minecraft:custom_name=\"{'text':'pointy stick'}\"]" },
{ "item": "minecraft:arrow[minecraft:rarity=epic]", amount: 64 }
]
```
"""
display_name = "Starting Items"
class MCPlandoConnections(PlandoConnections):
entrances = set(connection[0] for connection in region_info["default_connections"])
exits = set(connection[1] for connection in region_info["default_connections"])
@classmethod
def can_connect(cls, entrance, exit):
if exit in region_info["illegal_connections"] and entrance in region_info["illegal_connections"][exit]:
return False
return True
@dataclass
class MinecraftOptions(PerGameCommonOptions):
plando_connections: MCPlandoConnections
advancement_goal: AdvancementGoal
egg_shards_required: EggShardsRequired
egg_shards_available: EggShardsAvailable
required_bosses: BossGoal
shuffle_structures: ShuffleStructures
structure_compasses: StructureCompasses
combat_difficulty: CombatDifficulty
include_hard_advancements: HardAdvancements
include_unreasonable_advancements: UnreasonableAdvancements
include_postgame_advancements: PostgameAdvancements
bee_traps: BeeTraps
send_defeated_mobs: SendDefeatedMobs
death_link: DeathLink
starting_items: StartingItems

508
worlds/minecraft/Rules.py Normal file
View File

@@ -0,0 +1,508 @@
from BaseClasses import CollectionState
from worlds.generic.Rules import exclusion_rules
from . import Constants
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from . import MinecraftWorld
# Helper functions
# moved from logicmixin
def has_iron_ingots(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return state.has('Progressive Tools', player) and state.has('Progressive Resource Crafting', player)
def has_copper_ingots(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return state.has('Progressive Tools', player) and state.has('Progressive Resource Crafting', player)
def has_gold_ingots(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return (state.has('Progressive Resource Crafting', player)
and (
state.has('Progressive Tools', player, 2)
or state.can_reach_region('The Nether', player)
)
)
def has_diamond_pickaxe(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return state.has('Progressive Tools', player, 3) and has_iron_ingots(world, state, player)
def craft_crossbow(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return state.has('Archery', player) and has_iron_ingots(world, state, player)
def has_bottle(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return state.has('Bottles', player) and state.has('Progressive Resource Crafting', player)
def has_spyglass(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return (has_copper_ingots(world, state, player)
and state.has('Spyglass', player)
and can_adventure(world, state, player)
)
def can_enchant(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return state.has('Enchanting', player) and has_diamond_pickaxe(world, state, player) # mine obsidian and lapis
def can_use_anvil(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return (state.has('Enchanting', player)
and state.has('Progressive Resource Crafting', player,2)
and has_iron_ingots(world, state, player)
)
def fortress_loot(world: "MinecraftWorld", state: CollectionState, player: int) -> bool: # saddles, blaze rods, wither skulls
return state.can_reach_region('Nether Fortress', player) and basic_combat(world, state, player)
def can_brew_potions(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return state.has('Blaze Rods', player) and state.has('Brewing', player) and has_bottle(world, state, player)
def can_piglin_trade(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return (has_gold_ingots(world, state, player)
and (
state.can_reach_region('The Nether', player)
or state.can_reach_region('Bastion Remnant', player)
))
def overworld_villager(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
village_region = state.multiworld.get_region('Village', player).entrances[0].parent_region.name
if village_region == 'The Nether': # 2 options: cure zombie villager or build portal in village
return (state.can_reach_location('Zombie Doctor', player)
or (
has_diamond_pickaxe(world, state, player)
and state.can_reach_region('Village', player)
))
elif village_region == 'The End':
return state.can_reach_location('Zombie Doctor', player)
return state.can_reach_region('Village', player)
def enter_stronghold(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return state.has('Blaze Rods', player) and state.has('Brewing', player) and state.has('3 Ender Pearls', player)
# Difficulty-dependent functions
def combat_difficulty(world: "MinecraftWorld", state: CollectionState, player: int) -> str:
return world.options.combat_difficulty.current_key
def can_adventure(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
death_link_check = not world.options.death_link or state.has('Bed', player)
if combat_difficulty(world, state, player) == 'easy':
return state.has('Progressive Weapons', player, 2) and has_iron_ingots(world, state, player) and death_link_check
elif combat_difficulty(world, state, player) == 'hard':
return True
return (state.has('Progressive Weapons', player) and death_link_check and
(state.has('Progressive Resource Crafting', player) or state.has('Campfire', player)))
def basic_combat(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
if combat_difficulty(world, state, player) == 'easy':
return (state.has('Progressive Weapons', player, 2)
and state.has('Progressive Armor', player)
and state.has('Shield', player)
and has_iron_ingots(world, state, player)
)
elif combat_difficulty(world, state, player) == 'hard':
return True
return (state.has('Progressive Weapons', player)
and (
state.has('Progressive Armor', player)
or state.has('Shield', player)
)
and has_iron_ingots(world, state, player)
)
def complete_raid(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
reach_regions = (state.can_reach_region('Village', player)
and state.can_reach_region('Pillager Outpost', player))
if combat_difficulty(world, state, player) == 'easy':
return (reach_regions
and state.has('Progressive Weapons', player, 3)
and state.has('Progressive Armor', player, 2)
and state.has('Shield', player)
and state.has('Archery', player)
and state.has('Progressive Tools', player, 2)
and has_iron_ingots(world, state, player)
)
elif combat_difficulty(world, state, player) == 'hard': # might be too hard?
return (reach_regions
and state.has('Progressive Weapons', player, 2)
and has_iron_ingots(world, state, player)
and (
state.has('Progressive Armor', player)
or state.has('Shield', player)
)
)
return (reach_regions
and state.has('Progressive Weapons', player, 2)
and has_iron_ingots(world, state, player)
and state.has('Progressive Armor', player)
and state.has('Shield', player)
)
def can_kill_wither(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
normal_kill = (state.has("Progressive Weapons", player, 3)
and state.has("Progressive Armor", player, 2)
and can_brew_potions(world, state, player)
and can_enchant(world, state, player)
)
if combat_difficulty(world, state, player) == 'easy':
return (fortress_loot(world, state, player)
and normal_kill
and state.has('Archery', player)
)
elif combat_difficulty(world, state, player) == 'hard': # cheese kill using bedrock ceilings
return (fortress_loot(world, state, player)
and (
normal_kill
or state.can_reach_region('The Nether', player)
or state.can_reach_region('The End', player)
)
)
return fortress_loot(world, state, player) and normal_kill
def can_respawn_ender_dragon(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
return (state.can_reach_region('The Nether', player)
and state.can_reach_region('The End', player)
and state.has('Progressive Resource Crafting', player) # smelt sand into glass
)
def can_kill_ender_dragon(world: "MinecraftWorld", state: CollectionState, player: int) -> bool:
if combat_difficulty(world, state, player) == 'easy':
return (state.has("Progressive Weapons", player, 3)
and state.has("Progressive Armor", player, 2)
and state.has('Archery', player)
and can_brew_potions(world, state, player)
and can_enchant(world, state, player)
)
if combat_difficulty(world, state, player) == 'hard':
return (
(
state.has('Progressive Weapons', player, 2)
and state.has('Progressive Armor', player)
) or (
state.has('Progressive Weapons', player, 1)
and state.has('Bed', player) # who needs armor when you can respawn right outside the chamber
)
)
return (state.has('Progressive Weapons', player, 2)
and state.has('Progressive Armor', player)
and state.has('Archery', player)
)
def has_structure_compass(world: "MinecraftWorld", state: CollectionState, entrance_name: str, player: int) -> bool:
if not world.options.structure_compasses:
return True
return state.has(f"Structure Compass ({state.multiworld.get_entrance(entrance_name, player).connected_region.name})", player)
def get_rules_lookup(world, player: int):
rules_lookup = {
"entrances": {
"Nether Portal": lambda state: state.has('Flint and Steel', player)
and (
state.has('Bucket', player)
or state.has('Progressive Tools', player, 3)
)
and has_iron_ingots(world, state, player),
"End Portal": lambda state: enter_stronghold(world, state, player)
and state.has('3 Ender Pearls', player, 4),
"Overworld Structure 1": lambda state: can_adventure(world, state, player)
and has_structure_compass(world, state, "Overworld Structure 1", player),
"Overworld Structure 2": lambda state: can_adventure(world, state, player)
and has_structure_compass(world, state, "Overworld Structure 2", player),
"Nether Structure 1": lambda state: can_adventure(world, state, player)
and has_structure_compass(world, state, "Nether Structure 1", player),
"Nether Structure 2": lambda state: can_adventure(world, state, player)
and has_structure_compass(world, state, "Nether Structure 2", player),
"The End Structure": lambda state: can_adventure(world, state, player)
and has_structure_compass(world, state, "The End Structure", player),
},
"locations": {
"Ender Dragon": lambda state: can_respawn_ender_dragon(world, state, player)
and can_kill_ender_dragon(world, state, player),
"Wither": lambda state: can_kill_wither(world, state, player),
"Blaze Rods": lambda state: fortress_loot(world, state, player),
"Who is Cutting Onions?": lambda state: can_piglin_trade(world, state, player),
"Oh Shiny": lambda state: can_piglin_trade(world, state, player),
"Suit Up": lambda state: state.has("Progressive Armor", player)
and has_iron_ingots(world, state, player),
"Very Very Frightening": lambda state: state.has("Channeling Book", player)
and can_use_anvil(world, state, player)
and can_enchant(world, state, player)
and overworld_villager(world, state, player),
"Hot Stuff": lambda state: state.has("Bucket", player)
and has_iron_ingots(world, state, player),
"Free the End": lambda state: can_respawn_ender_dragon(world, state, player)
and can_kill_ender_dragon(world, state, player),
"A Furious Cocktail": lambda state: (can_brew_potions(world, state, player)
and state.has("Fishing Rod", player) # Water Breathing
and state.can_reach_region("The Nether", player) # Regeneration, Fire Resistance, gold nuggets
and state.can_reach_region("Village", player) # Night Vision, Invisibility
and state.can_reach_location("Bring Home the Beacon", player)),
# Resistance
"Bring Home the Beacon": lambda state: can_kill_wither(world, state, player)
and has_diamond_pickaxe(world, state, player)
and state.has("Progressive Resource Crafting", player, 2),
"Not Today, Thank You": lambda state: state.has("Shield", player)
and has_iron_ingots(world, state, player),
"Isn't It Iron Pick": lambda state: state.has("Progressive Tools", player, 2)
and has_iron_ingots(world, state, player),
"Local Brewery": lambda state: can_brew_potions(world, state, player),
"The Next Generation": lambda state: can_respawn_ender_dragon(world, state, player)
and can_kill_ender_dragon(world, state, player),
"Fishy Business": lambda state: state.has("Fishing Rod", player),
"This Boat Has Legs": lambda state: (
fortress_loot(world, state, player)
or complete_raid(world, state, player)
)
and state.has("Saddle", player)
and state.has("Fishing Rod", player),
"Sniper Duel": lambda state: state.has("Archery", player),
"Great View From Up Here": lambda state: basic_combat(world, state, player),
"How Did We Get Here?": lambda state: (can_brew_potions(world, state, player)
and has_gold_ingots(world, state, player) # Absorption
and state.can_reach_region('End City', player) # Levitation
and state.can_reach_region('The Nether', player) # potion ingredients
and state.has("Fishing Rod", player) # Pufferfish, Nautilus Shells; spectral arrows
and state.has("Archery", player)
and state.can_reach_location("Bring Home the Beacon", player) # Haste
and state.can_reach_location("Hero of the Village", player)), # Bad Omen, Hero of the Village
"Bullseye": lambda state: state.has("Archery", player)
and state.has("Progressive Tools", player, 2)
and has_iron_ingots(world, state, player),
"Spooky Scary Skeleton": lambda state: basic_combat(world, state, player),
"Two by Two": lambda state: has_iron_ingots(world, state, player)
and state.has("Bucket", player)
and can_adventure(world, state, player),
"Two Birds, One Arrow": lambda state: craft_crossbow(world, state, player)
and can_enchant(world, state, player),
"Who's the Pillager Now?": lambda state: craft_crossbow(world, state, player),
"Getting an Upgrade": lambda state: state.has("Progressive Tools", player),
"Tactical Fishing": lambda state: state.has("Bucket", player)
and has_iron_ingots(world, state, player),
"Zombie Doctor": lambda state: can_brew_potions(world, state, player)
and has_gold_ingots(world, state, player),
"Ice Bucket Challenge": lambda state: has_diamond_pickaxe(world, state, player),
"Into Fire": lambda state: basic_combat(world, state, player),
"War Pigs": lambda state: basic_combat(world, state, player),
"Take Aim": lambda state: state.has("Archery", player),
"Total Beelocation": lambda state: state.has("Silk Touch Book", player)
and can_use_anvil(world, state, player)
and can_enchant(world, state, player),
"Arbalistic": lambda state: (craft_crossbow(world, state, player)
and state.has("Piercing IV Book", player)
and can_use_anvil(world, state, player)
and can_enchant(world, state, player)
),
"The End... Again...": lambda state: can_respawn_ender_dragon(world, state, player)
and can_kill_ender_dragon(world, state, player),
"Acquire Hardware": lambda state: has_iron_ingots(world, state, player),
"Not Quite \"Nine\" Lives": lambda state: can_piglin_trade(world, state, player)
and state.has("Progressive Resource Crafting", player, 2),
"Cover Me With Diamonds": lambda state: state.has("Progressive Armor", player, 2)
and state.has("Progressive Tools", player, 2)
and has_iron_ingots(world, state, player),
"Sky's the Limit": lambda state: basic_combat(world, state, player),
"Hired Help": lambda state: state.has("Progressive Resource Crafting", player, 2)
and has_iron_ingots(world, state, player),
"Sweet Dreams": lambda state: state.has("Bed", player)
or state.can_reach_region('Village', player),
"You Need a Mint": lambda state: can_respawn_ender_dragon(world, state, player)
and has_bottle(world, state, player),
"Monsters Hunted": lambda state: (can_respawn_ender_dragon(world, state, player)
and can_kill_ender_dragon(world, state, player)
and can_kill_wither(world, state, player)
and state.has("Fishing Rod", player)),
"Enchanter": lambda state: can_enchant(world, state, player),
"Voluntary Exile": lambda state: basic_combat(world, state, player),
"Eye Spy": lambda state: enter_stronghold(world, state, player),
"Serious Dedication": lambda state: (can_brew_potions(world, state, player)
and state.has("Bed", player)
and has_diamond_pickaxe(world, state, player)
and has_gold_ingots(world, state, player)),
"Postmortal": lambda state: complete_raid(world, state, player),
"Adventuring Time": lambda state: can_adventure(world, state, player),
"Hero of the Village": lambda state: complete_raid(world, state, player),
"Hidden in the Depths": lambda state: can_brew_potions(world, state, player)
and state.has("Bed", player)
and has_diamond_pickaxe(world, state, player),
"Beaconator": lambda state: (can_kill_wither(world, state, player)
and has_diamond_pickaxe(world, state, player)
and state.has("Progressive Resource Crafting", player, 2)),
"Withering Heights": lambda state: can_kill_wither(world, state, player),
"A Balanced Diet": lambda state: (has_bottle(world, state, player)
and has_gold_ingots(world, state, player)
and state.has("Progressive Resource Crafting", player, 2)
and state.can_reach_region('The End', player)),
# notch apple, chorus fruit
"Subspace Bubble": lambda state: has_diamond_pickaxe(world, state, player),
"Country Lode, Take Me Home": lambda state: state.can_reach_location("Hidden in the Depths", player)
and has_gold_ingots(world, state, player),
"Bee Our Guest": lambda state: state.has("Campfire", player)
and has_bottle(world, state, player),
"Uneasy Alliance": lambda state: has_diamond_pickaxe(world, state, player)
and state.has('Fishing Rod', player),
"Diamonds!": lambda state: state.has("Progressive Tools", player, 2)
and has_iron_ingots(world, state, player),
"A Throwaway Joke": lambda state: can_adventure(world, state, player),
"Sticky Situation": lambda state: state.has("Campfire", player)
and has_bottle(world, state, player),
"Ol' Betsy": lambda state: craft_crossbow(world, state, player),
"Cover Me in Debris": lambda state: state.has("Progressive Armor", player, 2)
and state.has("8 Netherite Scrap", player, 2)
and state.has("Progressive Resource Crafting", player)
and has_diamond_pickaxe(world, state, player)
and has_iron_ingots(world, state, player)
and can_brew_potions(world, state, player)
and state.has("Bed", player),
"Hot Topic": lambda state: state.has("Progressive Resource Crafting", player),
"The Lie": lambda state: has_iron_ingots(world, state, player)
and state.has("Bucket", player),
"On a Rail": lambda state: has_iron_ingots(world, state, player)
and state.has('Progressive Tools', player, 2),
"When Pigs Fly": lambda state: (
fortress_loot(world, state, player)
or complete_raid(world, state, player)
)
and state.has("Saddle", player)
and state.has("Fishing Rod", player)
and can_adventure(world, state, player),
"Overkill": lambda state: can_brew_potions(world, state, player)
and (
state.has("Progressive Weapons", player)
or state.can_reach_region('The Nether', player)
),
"Librarian": lambda state: state.has("Enchanting", player),
"Overpowered": lambda state: has_iron_ingots(world, state, player)
and state.has('Progressive Tools', player, 2)
and basic_combat(world, state, player),
"Wax On": lambda state: has_copper_ingots(world, state, player)
and state.has('Campfire', player)
and state.has('Progressive Resource Crafting', player, 2),
"Wax Off": lambda state: has_copper_ingots(world, state, player)
and state.has('Campfire', player)
and state.has('Progressive Resource Crafting', player, 2),
"The Cutest Predator": lambda state: has_iron_ingots(world, state, player)
and state.has('Bucket', player),
"The Healing Power of Friendship": lambda state: has_iron_ingots(world, state, player)
and state.has('Bucket', player),
"Is It a Bird?": lambda state: has_spyglass(world, state, player)
and can_adventure(world, state, player),
"Is It a Balloon?": lambda state: has_spyglass(world, state, player),
"Is It a Plane?": lambda state: has_spyglass(world, state, player)
and can_respawn_ender_dragon(world, state, player),
"Surge Protector": lambda state: state.has("Channeling Book", player)
and can_use_anvil(world, state, player)
and can_enchant(world, state, player)
and overworld_villager(world, state, player),
"Light as a Rabbit": lambda state: can_adventure(world, state, player)
and has_iron_ingots(world, state, player)
and state.has('Bucket', player),
"Glow and Behold!": lambda state: can_adventure(world, state, player),
"Whatever Floats Your Goat!": lambda state: can_adventure(world, state, player),
"Caves & Cliffs": lambda state: has_iron_ingots(world, state, player)
and state.has('Bucket', player)
and state.has('Progressive Tools', player, 2),
"Feels like home": lambda state: has_iron_ingots(world, state, player)
and state.has('Bucket', player)
and state.has('Fishing Rod', player)
and (
fortress_loot(world, state, player)
or complete_raid(world, state, player)
)
and state.has("Saddle", player),
"Sound of Music": lambda state: state.has("Progressive Tools", player, 2)
and has_iron_ingots(world, state, player)
and basic_combat(world, state, player),
"Star Trader": lambda state: has_iron_ingots(world, state, player)
and state.has('Bucket', player)
and (
state.can_reach_region("The Nether", player) # soul sand in nether
or state.can_reach_region("Nether Fortress", player) # soul sand in fortress if not in nether for water elevator
or can_piglin_trade(world, state, player) # piglins give soul sand
)
and overworld_villager(world, state, player),
"Birthday Song": lambda state: state.can_reach_location("The Lie", player)
and state.has("Progressive Tools", player, 2)
and has_iron_ingots(world, state, player),
"Bukkit Bukkit": lambda state: state.has("Bucket", player)
and has_iron_ingots(world, state, player)
and can_adventure(world, state, player),
"It Spreads": lambda state: can_adventure(world, state, player)
and has_iron_ingots(world, state, player)
and state.has("Progressive Tools", player, 2),
"Sneak 100": lambda state: can_adventure(world, state, player)
and has_iron_ingots(world, state, player)
and state.has("Progressive Tools", player, 2),
"When the Squad Hops into Town": lambda state: can_adventure(world, state, player)
and state.has("Lead", player),
"With Our Powers Combined!": lambda state: can_adventure(world, state, player)
and state.has("Lead", player),
}
}
return rules_lookup
def set_rules(self: "MinecraftWorld") -> None:
multiworld = self.multiworld
player = self.player
rules_lookup = get_rules_lookup(self, player)
# Set entrance rules
for entrance_name, rule in rules_lookup["entrances"].items():
multiworld.get_entrance(entrance_name, player).access_rule = rule
# Set location rules
for location_name, rule in rules_lookup["locations"].items():
multiworld.get_location(location_name, player).access_rule = rule
# Set rules surrounding completion
bosses = self.options.required_bosses
postgame_advancements = set()
if bosses.dragon:
postgame_advancements.update(Constants.exclusion_info["ender_dragon"])
if bosses.wither:
postgame_advancements.update(Constants.exclusion_info["wither"])
def location_count(state: CollectionState) -> int:
return len([location for location in multiworld.get_locations(player) if
location.address is not None and
location.can_reach(state)])
def defeated_bosses(state: CollectionState) -> bool:
return ((not bosses.dragon or state.has("Ender Dragon", player))
and (not bosses.wither or state.has("Wither", player)))
egg_shards = min(self.options.egg_shards_required.value, self.options.egg_shards_available.value)
completion_requirements = lambda state: (location_count(state) >= self.options.advancement_goal
and state.has("Dragon Egg Shard", player, egg_shards))
multiworld.completion_condition[player] = lambda state: completion_requirements(state) and defeated_bosses(state)
# Set exclusions on hard/unreasonable/postgame
excluded_advancements = set()
if not self.options.include_hard_advancements:
excluded_advancements.update(Constants.exclusion_info["hard"])
if not self.options.include_unreasonable_advancements:
excluded_advancements.update(Constants.exclusion_info["unreasonable"])
if not self.options.include_postgame_advancements:
excluded_advancements.update(postgame_advancements)
exclusion_rules(multiworld, player, excluded_advancements)

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@@ -0,0 +1,59 @@
from . import Constants
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from . import MinecraftWorld
def shuffle_structures(self: "MinecraftWorld") -> None:
multiworld = self.multiworld
player = self.player
default_connections = Constants.region_info["default_connections"]
illegal_connections = Constants.region_info["illegal_connections"]
# Get all unpaired exits and all regions without entrances (except the Menu)
# This function is destructive on these lists.
exits = [exit.name for r in multiworld.regions if r.player == player for exit in r.exits if exit.connected_region is None]
structs = [r.name for r in multiworld.regions if r.player == player and r.entrances == [] and r.name != 'Menu']
exits_spoiler = exits[:] # copy the original order for the spoiler log
pairs = {}
def set_pair(exit, struct):
if (exit in exits) and (struct in structs) and (exit not in illegal_connections.get(struct, [])):
pairs[exit] = struct
exits.remove(exit)
structs.remove(struct)
else:
raise Exception(f"Invalid connection: {exit} => {struct} for player {player} ({multiworld.player_name[player]})")
# Connect plando structures first
if self.options.plando_connections:
for conn in self.options.plando_connections:
set_pair(conn.entrance, conn.exit)
# The algorithm tries to place the most restrictive structures first. This algorithm always works on the
# relatively small set of restrictions here, but does not work on all possible inputs with valid configurations.
if self.options.shuffle_structures:
structs.sort(reverse=True, key=lambda s: len(illegal_connections.get(s, [])))
for struct in structs[:]:
try:
exit = self.random.choice([e for e in exits if e not in illegal_connections.get(struct, [])])
except IndexError:
raise Exception(f"No valid structure placements remaining for player {player} ({self.player_name})")
set_pair(exit, struct)
else: # write remaining default connections
for (exit, struct) in default_connections:
if exit in exits:
set_pair(exit, struct)
# Make sure we actually paired everything; might fail if plando
try:
assert len(exits) == len(structs) == 0
except AssertionError:
raise Exception(f"Failed to connect all Minecraft structures for player {player} ({self.player_name})")
for exit in exits_spoiler:
multiworld.get_entrance(exit, player).connect(multiworld.get_region(pairs[exit], player))
if self.options.shuffle_structures or self.options.plando_connections:
multiworld.spoiler.set_entrance(exit, pairs[exit], 'entrance', player)

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