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5 Commits

Author SHA1 Message Date
NewSoupVi
e7632670a6 respect single_player_placement 2025-10-14 20:16:35 +02:00
NewSoupVi
65cf8080b1 rewrite more 2025-10-14 11:47:58 +02:00
NewSoupVi
45eef7d097 Merge branch 'main' into NewSoupVi-patch-26 2025-10-14 10:21:21 +02:00
NewSoupVi
26c1e9b8c3 Remove the overindentation 2024-11-22 16:23:40 +01:00
NewSoupVi
6bca1cbdac Fix Fill choking on itself in minimal + full games 2024-11-22 16:09:24 +01:00
32 changed files with 145 additions and 360 deletions

View File

@@ -9,14 +9,12 @@ on:
- 'setup.py'
- 'requirements.txt'
- '*.iss'
- 'worlds/*/archipelago.json'
pull_request:
paths:
- '.github/workflows/build.yml'
- 'setup.py'
- 'requirements.txt'
- '*.iss'
- 'worlds/*/archipelago.json'
workflow_dispatch:
env:

39
Fill.py
View File

@@ -210,12 +210,43 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
_log_fill_progress(name, placed, total)
if cleanup_required:
relevant_locations = multiworld.get_filled_locations(item.player if single_player_placement else None)
# validate all placements and remove invalid ones
state = sweep_from_pool(
base_state, [], multiworld.get_filled_locations(item.player)
if single_player_placement else None)
cleanup_state = sweep_from_pool(base_state, [], relevant_locations)
# accessibilty_corrections can clean up any case where locations are unreachable as a result of
# a full player's item being on a minimal player's unreachable location.
# So, we make a state where we collect all such minimal->full items to check against.
changed = False
for location in relevant_locations:
if location.item is None:
continue
if location in cleanup_state.locations_checked:
continue
if multiworld.worlds[location.player].options.accessibility == "minimal":
if multiworld.worlds[location.item.player].options.accessibility != "minimal":
changed |= cleanup_state.collect(location.item, prevent_sweep=True)
if changed:
cleanup_state.sweep_for_advancements(relevant_locations)
for placement in placements:
if multiworld.worlds[placement.item.player].options.accessibility != "minimal" and not placement.can_reach(state):
# If the item's player is minimal, we don't care that it's unreachable.
if multiworld.worlds[placement.item.player].options.accessibility == "minimal":
continue
# This item belongs to a full player.
# If the location's player is minimal, we don't need to be concerned.
# Even if the location is inaccessible, accessibility_corrections will clean this up.
if multiworld.worlds[placement.player].options.accessibility == "minimal":
continue
# This is a full player's item on a full player's location.
# If this item is unreachable, we have a problem - UNLESS the location is just stuck behind a full player's
# item on a minimal player's location. That case will transitively get solved by accessibility_corrections.
# This is why we use our special "cleanup_state", not just the maximum exploration state.
if not placement.can_reach(cleanup_state):
placement.item.location = None
unplaced_items.append(placement.item)
placement.item = None

View File

@@ -1200,17 +1200,16 @@ def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, st
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
hint_status = status # Assign again because we're in a for loop
if found:
hint_status = HintStatus.HINT_FOUND
elif hint_status is None:
status = HintStatus.HINT_FOUND
elif status is None:
if item_flags & ItemClassification.trap:
hint_status = HintStatus.HINT_AVOID
status = HintStatus.HINT_AVOID
else:
hint_status = HintStatus.HINT_PRIORITY
status = HintStatus.HINT_PRIORITY
hints.append(
Hint(receiving_player, finding_player, location_id, item_id, found, entrance, item_flags, hint_status)
Hint(receiving_player, finding_player, location_id, item_id, found, entrance, item_flags, status)
)
return hints

View File

@@ -1,7 +1,6 @@
from __future__ import annotations
import asyncio
import concurrent.futures
import json
import typing
import builtins
@@ -478,7 +477,7 @@ class RestrictedUnpickler(pickle.Unpickler):
mod = importlib.import_module(module)
obj = getattr(mod, name)
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection,
self.options_module.PlandoItem, self.options_module.PlandoText)):
self.options_module.PlandoText)):
return obj
# Forbid everything else.
raise pickle.UnpicklingError(f"global '{module}.{name}' is forbidden")
@@ -1139,40 +1138,3 @@ def is_iterable_except_str(obj: object) -> TypeGuard[typing.Iterable[typing.Any]
if isinstance(obj, str):
return False
return isinstance(obj, typing.Iterable)
class DaemonThreadPoolExecutor(concurrent.futures.ThreadPoolExecutor):
"""
ThreadPoolExecutor that uses daemonic threads that do not keep the program alive.
NOTE: use this with caution because killed threads will not properly clean up.
"""
def _adjust_thread_count(self):
# see upstream ThreadPoolExecutor for details
import threading
import weakref
from concurrent.futures.thread import _worker
if self._idle_semaphore.acquire(timeout=0):
return
def weakref_cb(_, q=self._work_queue):
q.put(None)
num_threads = len(self._threads)
if num_threads < self._max_workers:
thread_name = f"{self._thread_name_prefix or self}_{num_threads}"
t = threading.Thread(
name=thread_name,
target=_worker,
args=(
weakref.ref(self, weakref_cb),
self._work_queue,
self._initializer,
self._initargs,
),
daemon=True,
)
t.start()
self._threads.add(t)
# NOTE: don't add to _threads_queues so we don't block on shutdown

View File

@@ -36,39 +36,25 @@ def handle_generation_failure(result: BaseException):
logging.exception(e)
def _mp_gen_game(
gen_options: dict,
meta: dict[str, Any] | None = None,
owner=None,
sid=None,
timeout: int|None = None,
) -> PrimaryKey | None:
def _mp_gen_game(gen_options: dict, meta: dict[str, Any] | None = None, owner=None, sid=None) -> PrimaryKey | None:
from setproctitle import setproctitle
setproctitle(f"Generator ({sid})")
try:
return gen_game(gen_options, meta=meta, owner=owner, sid=sid, timeout=timeout)
finally:
setproctitle(f"Generator (idle)")
res = gen_game(gen_options, meta=meta, owner=owner, sid=sid)
setproctitle(f"Generator (idle)")
return res
def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation, timeout: int|None) -> None:
def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
try:
meta = json.loads(generation.meta)
options = restricted_loads(generation.options)
logging.info(f"Generating {generation.id} for {len(options)} players")
pool.apply_async(
_mp_gen_game,
(options,),
{
"meta": meta,
"sid": generation.id,
"owner": generation.owner,
"timeout": timeout,
},
handle_generation_success,
handle_generation_failure,
)
pool.apply_async(_mp_gen_game, (options,),
{"meta": meta,
"sid": generation.id,
"owner": generation.owner},
handle_generation_success, handle_generation_failure)
except Exception as e:
generation.state = STATE_ERROR
commit()
@@ -149,7 +135,6 @@ def autogen(config: dict):
with multiprocessing.Pool(config["GENERATORS"], initializer=init_generator,
initargs=(config,), maxtasksperchild=10) as generator_pool:
job_time = config["JOB_TIME"]
with db_session:
to_start = select(generation for generation in Generation if generation.state == STATE_STARTED)
@@ -160,7 +145,7 @@ def autogen(config: dict):
if sid:
generation.delete()
else:
launch_generator(generator_pool, generation, timeout=job_time)
launch_generator(generator_pool, generation)
commit()
select(generation for generation in Generation if generation.state == STATE_ERROR).delete()
@@ -172,7 +157,7 @@ def autogen(config: dict):
generation for generation in Generation
if generation.state == STATE_QUEUED).for_update()
for generation in to_start:
launch_generator(generator_pool, generation, timeout=job_time)
launch_generator(generator_pool, generation)
except AlreadyRunningException:
logging.info("Autogen reports as already running, not starting another.")

View File

@@ -14,7 +14,7 @@ from pony.orm import commit, db_session
from BaseClasses import get_seed, seeddigits
from Generate import PlandoOptions, handle_name, mystery_argparse
from Main import main as ERmain
from Utils import __version__, restricted_dumps, DaemonThreadPoolExecutor
from Utils import __version__, restricted_dumps
from WebHostLib import app
from settings import ServerOptions, GeneratorOptions
from .check import get_yaml_data, roll_options
@@ -107,7 +107,7 @@ def start_generation(options: dict[str, dict | str], meta: dict[str, Any]):
else:
try:
seed_id = gen_game({name: vars(options) for name, options in gen_options.items()},
meta=meta, owner=session["_id"].int, timeout=app.config["JOB_TIME"])
meta=meta, owner=session["_id"].int)
except BaseException as e:
from .autolauncher import handle_generation_failure
handle_generation_failure(e)
@@ -118,7 +118,7 @@ def start_generation(options: dict[str, dict | str], meta: dict[str, Any]):
return redirect(url_for("view_seed", seed=seed_id))
def gen_game(gen_options: dict, meta: dict[str, Any] | None = None, owner=None, sid=None, timeout: int|None = None):
def gen_game(gen_options: dict, meta: dict[str, Any] | None = None, owner=None, sid=None):
if meta is None:
meta = {}
@@ -172,12 +172,11 @@ def gen_game(gen_options: dict, meta: dict[str, Any] | None = None, owner=None,
ERmain(args, seed, baked_server_options=meta["server_options"])
return upload_to_db(target.name, sid, owner, race)
thread_pool = DaemonThreadPoolExecutor(max_workers=1)
thread_pool = concurrent.futures.ThreadPoolExecutor(max_workers=1)
thread = thread_pool.submit(task)
try:
return thread.result(timeout)
return thread.result(app.config["JOB_TIME"])
except concurrent.futures.TimeoutError as e:
if sid:
with db_session:
@@ -190,9 +189,6 @@ def gen_game(gen_options: dict, meta: dict[str, Any] | None = None, owner=None,
format_exception(e))
gen.meta = json.dumps(meta)
commit()
except (KeyboardInterrupt, SystemExit):
# don't update db, retry next time
raise
except BaseException as e:
if sid:
with db_session:
@@ -204,11 +200,6 @@ def gen_game(gen_options: dict, meta: dict[str, Any] | None = None, owner=None,
gen.meta = json.dumps(meta)
commit()
raise
finally:
# free resources claimed by thread pool, if possible
# NOTE: Timeout depends on the process being killed at some point
# since we can't actually cancel a running gen at the moment.
thread_pool.shutdown(wait=False, cancel_futures=True)
@app.route('/wait/<suuid:seed>')

View File

@@ -76,7 +76,7 @@ def filter_rst_to_html(text: str) -> str:
lines = text.splitlines()
text = lines[0] + "\n" + dedent("\n".join(lines[1:]))
return publish_parts(text, writer='html', settings=None, settings_overrides={
return publish_parts(text, writer_name='html', settings=None, settings_overrides={
'raw_enable': False,
'file_insertion_enabled': False,
'output_encoding': 'unicode'

View File

@@ -4,8 +4,7 @@ pony>=0.7.19; python_version <= '3.12'
pony @ git+https://github.com/black-sliver/pony@7feb1221953b7fa4a6735466bf21a8b4d35e33ba#0.7.19; python_version >= '3.13'
waitress>=3.0.2
Flask-Caching>=2.3.0
Flask-Compress>=1.17; python_version >= '3.12'
Flask-Compress==1.18; python_version <= '3.11' # 3.11's pkg_resources can't resolve the new "backports.zstd" dependency
Flask-Compress>=1.17
Flask-Limiter>=3.12
bokeh>=3.6.3
markupsafe>=3.0.2

View File

@@ -1,49 +1,49 @@
# APWorld Specification
# apworld Specification
Archipelago depends on worlds to provide game-specific details like items, locations and output generation.
These are called "APWorlds".
They are located in the `worlds/` folder (source) or `<install dir>/lib/worlds/` (when installed).
Those are located in the `worlds/` folder (source) or `<install dir>/lib/worlds/` (when installed).
See [world api.md](world%20api.md) for details.
APWorlds can either be a folder, or they can be packaged as an .apworld file.
## .apworld File Format
apworld provides a way to package and ship a world that is not part of the main distribution by placing a `*.apworld`
file into the worlds folder.
The `.apworld` file format provides a way to package and ship an APWorld that is not part of the main distribution
by placing a `*.apworld` file into the worlds folder.
**Warning:** apworlds have to be all lower case, otherwise they raise a bogus Exception when trying to import in frozen python 3.10+!
`.apworld` files are zip archives, all lower case, with the file ending `.apworld`.
## File Format
apworld files are zip archives, all lower case, with the file ending `.apworld`.
The zip has to contain a folder with the same name as the zip, case-sensitive, that contains what would normally be in
the world's folder in `worlds/`. I.e. `worlds/ror2.apworld` containing `ror2/__init__.py`.
**Warning:** `.apworld` files have to be all lower case,
otherwise they raise a bogus Exception when trying to import in frozen python 3.10+!
## Metadata
Metadata about the APWorld is defined in an `archipelago.json` file.
If the APWorld is a folder, the only required field is "game":
Metadata about the apworld is defined in an `archipelago.json` file inside the zip archive.
The current format version has at minimum:
```json
{
"game": "Game Name"
"version": 7,
"compatible_version": 7,
"game": "Game Name"
}
```
The `version` and `compatible_version` fields refer to Archipelago's internal file packaging scheme
and get automatically added to the `archipelago.json` of an .apworld if it is packaged using the
["Build apworlds" launcher component](#build-apworlds-launcher-component),
which is the correct way to package your .apworld as a world developer. Do not write these fields yourself.
On the other hand, the `game` field should be present in the world folder's manifest file before packaging.
There are also the following optional fields:
* `minimum_ap_version` and `maximum_ap_version` - which if present will each be compared against the current
Archipelago version respectively to filter those files from being loaded.
* `world_version` - an arbitrary version for that world in order to only load the newest valid world.
An APWorld without a world_version is always treated as older than one with a version
An apworld without a world_version is always treated as older than one with a version.
(**Must** use exactly the format `"major.minor.build"`, e.g. `1.0.0`)
* `authors` - a list of authors, to eventually be displayed in various user-facing places such as WebHost and
package managers. Should always be a list of strings.
If the APWorld is packaged as an `.apworld` zip file, it also needs to have `version` and `compatible_version`,
which refer to the version of the APContainer packaging scheme defined in [Files.py](../worlds/Files.py).
These get automatically added to the `archipelago.json` of an .apworld if it is packaged using the
["Build apworlds" launcher component](#build-apworlds-launcher-component),
which is the correct way to package your `.apworld` as a world developer. Do not write these fields yourself.
### "Build apworlds" Launcher Component
In the Archipelago Launcher, there is a "Build apworlds" component that will package all world folders to `.apworld`,
@@ -86,7 +86,7 @@ The zip can contain arbitrary files in addition what was specified above.
## Caveats
Imports from other files inside the APWorld have to use relative imports. e.g. `from .options import MyGameOptions`
Imports from other files inside the apworld have to use relative imports. e.g. `from .options import MyGameOptions`
Imports from AP base have to use absolute imports, e.g. `from Options import Toggle` or
`from worlds.AutoWorld import World`

View File

@@ -381,8 +381,7 @@ class BuildExeCommand(cx_Freeze.command.build_exe.build_exe):
file_name = os.path.split(os.path.dirname(worldtype.__file__))[1]
world_directory = self.libfolder / "worlds" / file_name
if os.path.isfile(world_directory / "archipelago.json"):
with open(os.path.join(world_directory, "archipelago.json"), mode="r", encoding="utf-8") as manifest_file:
manifest = json.load(manifest_file)
manifest = json.load(open(world_directory / "archipelago.json"))
assert "game" in manifest, (
f"World directory {world_directory} has an archipelago.json manifest file, but it"

View File

@@ -1,7 +1,7 @@
import unittest
from BaseClasses import PlandoOptions
from Options import Choice, ItemLinks, PlandoConnections, PlandoItems, PlandoTexts
from Options import ItemLinks, Choice
from Utils import restricted_dumps
from worlds.AutoWorld import AutoWorldRegister
@@ -72,8 +72,8 @@ class TestOptions(unittest.TestCase):
for link in item_links.values():
self.assertEqual(link.value[0], item_link_group[0])
def test_pickle_dumps_default(self):
"""Test that default option values can be pickled into database for WebHost generation"""
def test_pickle_dumps(self):
"""Test options can be pickled into database for WebHost generation"""
for gamename, world_type in AutoWorldRegister.world_types.items():
if not world_type.hidden:
for option_key, option in world_type.options_dataclass.type_hints.items():
@@ -81,23 +81,3 @@ class TestOptions(unittest.TestCase):
restricted_dumps(option.from_any(option.default))
if issubclass(option, Choice) and option.default in option.name_lookup:
restricted_dumps(option.from_text(option.name_lookup[option.default]))
def test_pickle_dumps_plando(self):
"""Test that plando options using containers of a custom type can be pickled"""
# The base PlandoConnections class can't be instantiated directly, create a subclass and then cast it
class TestPlandoConnections(PlandoConnections):
entrances = {"An Entrance"}
exits = {"An Exit"}
plando_connection_value = PlandoConnections(
TestPlandoConnections.from_any([{"entrance": "An Entrance", "exit": "An Exit"}])
)
plando_values = {
"PlandoConnections": plando_connection_value,
"PlandoItems": PlandoItems.from_any([{"item": "Something", "location": "Somewhere"}]),
"PlandoTexts": PlandoTexts.from_any([{"text": "Some text.", "at": "text_box"}]),
}
for option_key, value in plando_values.items():
with self.subTest(option=option_key):
restricted_dumps(value)

View File

@@ -1,14 +0,0 @@
import unittest
from Utils import DaemonThreadPoolExecutor
class DaemonThreadPoolExecutorTest(unittest.TestCase):
def test_is_daemon(self) -> None:
def run() -> None:
pass
with DaemonThreadPoolExecutor(1) as executor:
executor.submit(run)
self.assertTrue(next(iter(executor._threads)).daemon)

View File

@@ -271,8 +271,7 @@ if not is_frozen():
file_name = os.path.split(os.path.dirname(worldtype.__file__))[1]
world_directory = os.path.join("worlds", file_name)
if os.path.isfile(os.path.join(world_directory, "archipelago.json")):
with open(os.path.join(world_directory, "archipelago.json"), mode="r", encoding="utf-8") as manifest_file:
manifest = json.load(manifest_file)
manifest = json.load(open(os.path.join(world_directory, "archipelago.json")))
assert "game" in manifest, (
f"World directory {world_directory} has an archipelago.json manifest file, but it"

View File

@@ -122,8 +122,7 @@ for world_source in world_sources:
for dirpath, dirnames, filenames in os.walk(world_source.resolved_path):
for file in filenames:
if file.endswith("archipelago.json"):
with open(os.path.join(dirpath, file), mode="r", encoding="utf-8") as manifest_file:
manifest = json.load(manifest_file)
manifest = json.load(open(os.path.join(dirpath, file), "r"))
break
if manifest:
break

View File

@@ -20,7 +20,6 @@ class CivVIBoostData:
Prereq: List[str]
PrereqRequiredCount: int
Classification: str
EraRequired: bool = False
class GoodyHutRewardData(TypedDict):

View File

@@ -150,10 +150,7 @@ def generate_era_location_table() -> Dict[str, Dict[str, CivVILocationData]]:
location = CivVILocationData(
boost.Type, 0, 0, id_base, boost.EraType, CivVICheckType.BOOST
)
# If EraRequired is True, place the boost in its actual era
# Otherwise, place it in ERA_ANCIENT for early access
target_era = boost.EraType if boost.EraRequired else "ERA_ANCIENT"
era_locations[target_era][boost.Type] = location
era_locations["ERA_ANCIENT"][boost.Type] = location
id_base += 1
return era_locations

View File

@@ -210,8 +210,8 @@ boosts: List[CivVIBoostData] = [
CivVIBoostData(
"BOOST_TECH_SQUARE_RIGGING",
"ERA_RENAISSANCE",
["TECH_GUNPOWDER", "TECH_MILITARY_ENGINEERING", "TECH_MINING"],
3,
["TECH_GUNPOWDER"],
1,
"DEFAULT",
),
CivVIBoostData(
@@ -252,15 +252,15 @@ boosts: List[CivVIBoostData] = [
CivVIBoostData(
"BOOST_TECH_BALLISTICS",
"ERA_INDUSTRIAL",
["TECH_SIEGE_TACTICS", "TECH_MILITARY_ENGINEERING", "TECH_BRONZE_WORKING"],
3,
["TECH_SIEGE_TACTICS", "TECH_MILITARY_ENGINEERING"],
2,
"DEFAULT",
),
CivVIBoostData(
"BOOST_TECH_MILITARY_SCIENCE",
"ERA_INDUSTRIAL",
["TECH_BRONZE_WORKING", "TECH_STIRRUPS", "TECH_MINING"],
3,
["TECH_STIRRUPS"],
1,
"DEFAULT",
),
CivVIBoostData(
@@ -301,8 +301,8 @@ boosts: List[CivVIBoostData] = [
CivVIBoostData(
"BOOST_TECH_REPLACEABLE_PARTS",
"ERA_MODERN",
["TECH_MILITARY_SCIENCE", "TECH_MINING"],
2,
["TECH_MILITARY_SCIENCE"],
1,
"DEFAULT",
),
CivVIBoostData(
@@ -343,8 +343,8 @@ boosts: List[CivVIBoostData] = [
CivVIBoostData(
"BOOST_TECH_ADVANCED_FLIGHT",
"ERA_ATOMIC",
["TECH_FLIGHT", "TECH_REFINING", "TECH_MINING"],
3,
["TECH_FLIGHT"],
1,
"DEFAULT",
),
CivVIBoostData(
@@ -436,8 +436,8 @@ boosts: List[CivVIBoostData] = [
CivVIBoostData(
"BOOST_TECH_COMPOSITES",
"ERA_INFORMATION",
["TECH_COMBUSTION", "TECH_REFINING", "TECH_MINING"],
3,
["TECH_COMBUSTION"],
1,
"DEFAULT",
),
CivVIBoostData(
@@ -470,7 +470,7 @@ boosts: List[CivVIBoostData] = [
"TECH_ELECTRICITY",
"TECH_NUCLEAR_FISSION",
],
4,
1,
"DEFAULT",
),
CivVIBoostData(
@@ -651,11 +651,10 @@ boosts: List[CivVIBoostData] = [
),
CivVIBoostData(
"BOOST_CIVIC_FEUDALISM",
"ERA_CLASSICAL",
"ERA_MEDIEVAL",
[],
0,
"DEFAULT",
True,
),
CivVIBoostData(
"BOOST_CIVIC_CIVIL_SERVICE",
@@ -663,7 +662,6 @@ boosts: List[CivVIBoostData] = [
[],
0,
"DEFAULT",
True,
),
CivVIBoostData(
"BOOST_CIVIC_MERCENARIES",
@@ -792,7 +790,6 @@ boosts: List[CivVIBoostData] = [
[],
0,
"DEFAULT",
True
),
CivVIBoostData(
"BOOST_CIVIC_CONSERVATION",
@@ -888,7 +885,6 @@ boosts: List[CivVIBoostData] = [
["TECH_ROCKETRY"],
1,
"DEFAULT",
True
),
CivVIBoostData(
"BOOST_CIVIC_GLOBALIZATION",

View File

@@ -105,78 +105,3 @@ class TestBoostsanityExcluded(CivVITestBase):
if "BOOST" in location.name:
found_locations += 1
self.assertEqual(found_locations, 0)
class TestBoostsanityEraRequired(CivVITestBase):
options = {
"boostsanity": "true",
"progression_style": "none",
"shuffle_goody_hut_rewards": "false",
}
def test_era_required_boosts_not_accessible_early(self) -> None:
# BOOST_CIVIC_FEUDALISM has EraRequired=True and ERA_CLASSICAL
# It should NOT be accessible in Ancient era
self.assertFalse(self.can_reach_location("BOOST_CIVIC_FEUDALISM"))
# BOOST_CIVIC_URBANIZATION has EraRequired=True and ERA_INDUSTRIAL
# It should NOT be accessible in Ancient era
self.assertFalse(self.can_reach_location("BOOST_CIVIC_URBANIZATION"))
# BOOST_CIVIC_SPACE_RACE has EraRequired=True and ERA_ATOMIC
# It should NOT be accessible in Ancient era
self.assertFalse(self.can_reach_location("BOOST_CIVIC_SPACE_RACE"))
# Regular boosts without EraRequired should be accessible
self.assertTrue(self.can_reach_location("BOOST_TECH_SAILING"))
self.assertTrue(self.can_reach_location("BOOST_CIVIC_MILITARY_TRADITION"))
def test_era_required_boosts_accessible_in_correct_era(self) -> None:
# Collect items to reach Classical era
self.collect_by_name(["Mining", "Bronze Working", "Astrology", "Writing",
"Irrigation", "Sailing", "Animal Husbandry",
"State Workforce", "Foreign Trade"])
# BOOST_CIVIC_FEUDALISM should now be accessible in Classical era
self.assertTrue(self.can_reach_location("BOOST_CIVIC_FEUDALISM"))
# BOOST_CIVIC_URBANIZATION still not accessible (requires Industrial)
self.assertFalse(self.can_reach_location("BOOST_CIVIC_URBANIZATION"))
# Collect more items to reach Industrial era
self.collect_all_but(["TECH_ROCKETRY"])
# Now BOOST_CIVIC_URBANIZATION should be accessible
self.assertTrue(self.can_reach_location("BOOST_CIVIC_URBANIZATION"))
class TestBoostsanityEraRequiredWithProgression(CivVITestBase):
options = {
"boostsanity": "true",
"progression_style": "eras_and_districts",
"shuffle_goody_hut_rewards": "false",
}
def test_era_required_with_progressive_eras(self) -> None:
# Collect all items except Progressive Era
self.collect_all_but(["Progressive Era"])
# Even with all other items, era-required boosts should not be accessible
self.assertFalse(self.can_reach_location("BOOST_CIVIC_FEUDALISM"))
self.assertFalse(self.can_reach_location("BOOST_CIVIC_URBANIZATION"))
# Collect enough Progressive Era items to reach Classical (needs 2)
self.collect(self.get_item_by_name("Progressive Era"))
self.collect(self.get_item_by_name("Progressive Era"))
# BOOST_CIVIC_FEUDALISM should now be accessible
self.assertTrue(self.can_reach_location("BOOST_CIVIC_FEUDALISM"))
# But BOOST_CIVIC_URBANIZATION still requires Industrial era (needs 5 total)
self.assertFalse(self.can_reach_location("BOOST_CIVIC_URBANIZATION"))
# Collect 3 more Progressive Era items to reach Industrial
self.collect_by_name(["Progressive Era", "Progressive Era", "Progressive Era"])
# Now BOOST_CIVIC_URBANIZATION should be accessible
self.assertTrue(self.can_reach_location("BOOST_CIVIC_URBANIZATION"))

View File

@@ -2,7 +2,6 @@ import csv
import enum
import math
from dataclasses import dataclass, field
from functools import reduce
from random import Random
from typing import Dict, List, Set
@@ -62,7 +61,7 @@ def load_item_csv():
item_reader = csv.DictReader(file)
for item in item_reader:
id = int(item["id"]) if item["id"] else None
classification = reduce((lambda a, b: a | b), {ItemClassification[str_classification] for str_classification in item["classification"].split(",")})
classification = ItemClassification[item["classification"]]
groups = {Group[group] for group in item["groups"].split(",") if group}
items.append(ItemData(id, item["name"], classification, groups))
return items

View File

@@ -22,7 +22,7 @@ id,name,classification,groups
20,Wall Jump Pack,progression,"DLC,Freemium"
21,Health Bar Pack,useful,"DLC,Freemium"
22,Parallax Pack,filler,"DLC,Freemium"
23,Harmless Plants Pack,"progression,trap","DLC,Freemium"
23,Harmless Plants Pack,progression,"DLC,Freemium"
24,Death of Comedy Pack,progression,"DLC,Freemium"
25,Canadian Dialog Pack,filler,"DLC,Freemium"
26,DLC NPC Pack,progression,"DLC,Freemium"
1 id name classification groups
22 20 Wall Jump Pack progression DLC,Freemium
23 21 Health Bar Pack useful DLC,Freemium
24 22 Parallax Pack filler DLC,Freemium
25 23 Harmless Plants Pack progression,trap progression DLC,Freemium
26 24 Death of Comedy Pack progression DLC,Freemium
27 25 Canadian Dialog Pack filler DLC,Freemium
28 26 DLC NPC Pack progression DLC,Freemium

View File

@@ -16,7 +16,6 @@ logger = logging.getLogger("Client")
rom_name_location = 0x07FFE3
player_name_location = 0x07BCC0
locations_array_start = 0x200
locations_array_length = 0x100
items_obtained = 0x03
@@ -112,12 +111,6 @@ class FF1Client(BizHawkClient):
return True
async def set_auth(self, ctx: "BizHawkClientContext") -> None:
auth_raw = (await bizhawk.read(
ctx.bizhawk_ctx,
[(player_name_location, 0x40, self.rom)]))[0]
ctx.auth = str(auth_raw, "utf-8").replace("\x00", "").strip()
async def game_watcher(self, ctx: "BizHawkClientContext") -> None:
if ctx.server is None:
return
@@ -211,7 +204,7 @@ class FF1Client(BizHawkClient):
write_list.append((location, [0], self.sram))
elif current_item_name in no_overworld_items:
if current_item_name == "Sigil":
location = 0x2B
location = 0x28
else:
location = 0x12
write_list.append((location, [1], self.sram))

View File

@@ -253,17 +253,5 @@
"CubeBot": 529,
"Sarda": 525,
"Fairy": 531,
"Lefein": 527,
"DeepDungeon32B_Chest144": 401,
"DeepDungeon30B_Chest145": 402,
"DeepDungeon29B_Chest146": 403,
"DeepDungeon29B_Chest147": 404,
"DeepDungeon40B_Chest186": 443,
"DeepDungeon38B_Chest188": 445,
"DeepDungeon36B_Chest189": 446,
"DeepDungeon33B_Chest190": 447,
"DeepDungeon40B_Chest191": 448,
"DeepDungeon41B_Chest192": 449,
"DeepDungeon34B_Chest193": 450,
"DeepDungeon39B_Chest194": 451
"Lefein": 527
}

View File

@@ -1,5 +1,4 @@
from typing import NamedTuple, Union
from typing_extensions import deprecated
import logging
from BaseClasses import Item, Tutorial, ItemClassification
@@ -50,8 +49,7 @@ class GenericWorld(World):
return Item(name, ItemClassification.filler, -1, self.player)
raise InvalidItemError(name)
@deprecated("worlds.generic.PlandoItem is deprecated and will be removed in the next version. "
"Use Options.PlandoItem(s) instead.")
class PlandoItem(NamedTuple):
item: str
location: str

View File

@@ -5,8 +5,6 @@
* A legal copy of Hollow Knight.
* Steam, Gog, and Xbox Game Pass versions of the game are supported.
* Windows, Mac, and Linux (including Steam Deck) are supported.
**Do NOT** install BepInEx, it is not required and is incompatible with most mods. Archipelago, along with the majority of mods use custom tooling pre-dating BepInEx, and they are only available through Lumafly and similar installers rather than sites like Nexus Mods.
## Installing the Archipelago Mod using Lumafly
1. Launch Lumafly and ensure it locates your Hollow Knight installation directory.

View File

@@ -5,10 +5,6 @@
* Tener una copia legal de Hollow Knight.
* Las versiones de Steam, GOG y Xbox Game Pass son compatibles
* Las versiones de Windows, Mac y Linux (Incluyendo Steam Deck) son compatibles
**NO** instales BepInEx, **no** es necesario y es incompatible con varios mods. Archipelago (y la mayoría de los mods)
usan herramientas más antiguas que BepInEx, que solo están disponibles por medio de instaladores de mods como Lumafly y
similares, en vez de sitios web como Nexus Mods.
## Instalación del mod de Archipelago con Lumafly
1. Ejecuta Lumafly y asegurate de localizar la carpeta de instalación de Hollow Knight
@@ -65,4 +61,4 @@ de Archipelago para generar un YAML usando una interfaz gráfica.
## Consejos y otros comandos
Mientras juegas en un multiworld, puedes interactuar con el servidor usando varios comandos listados en la
[guía de comandos](/tutorial/Archipelago/commands/en). Puedes usar el Cliente de Texto Archipelago para hacer esto,
que está incluido en la última versión del [software de Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases/latest).
que está incluido en la última versión del [software de Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases/latest).

View File

@@ -5,10 +5,6 @@
* Uma cópia legal de Hollow Knight.
* Versões Steam, Gog, e Xbox Game Pass do jogo são suportadas.
* Windows, Mac, e Linux (incluindo Steam Deck) são suportados.
**NÃO** instale o BepInEx, ele **não** é necessário e é incompatível com vários mods. O Archipelago (e a maioria dos mods)
usam ferramentas mais antigas do que o BepInEx, disponíveis apenas a partir de gerenciadores como o Lumafly e semelhantes,
ao invés de sites como o Nexus Mods.
## Instalando o mod Archipelago Mod usando Lumafly
1. Abra o Lumafly e confirme que ele localizou sua pasta de instalação do Hollow Knight.

View File

@@ -1,6 +0,0 @@
{
"game": "Kingdom Hearts 2",
"authors": [ "JaredWeakStrike" ],
"minimum_ap_version": "0.6.3",
"world_version": "2.0.0"
}

View File

@@ -106,38 +106,26 @@ def tree_zone_4_midway_bell(state, player):
def tree_zone_4_coins(state, player, coins):
auto_scroll = is_auto_scroll(state, player, "Tree Zone 4")
entryway = 14
hall = 4
first_trip_downstairs = 31
second_trip_downstairs = 15
downstairs_with_auto_scroll = 12
final_room = 10
reachable_coins_from_start = 0
reachable_coins_from_bell = 0
reachable_coins = 0
if has_pipe_up(state, player):
reachable_coins_from_start += entryway
reachable_coins += 14
if has_pipe_right(state, player):
reachable_coins_from_start += hall
reachable_coins += 4
if has_pipe_down(state, player):
if auto_scroll:
reachable_coins_from_start += downstairs_with_auto_scroll
else:
reachable_coins_from_start += final_room + first_trip_downstairs + second_trip_downstairs
if state.has("Tree Zone 4 Midway Bell", player):
if has_pipe_down(state, player) and (auto_scroll or not has_pipe_left(state, player)):
reachable_coins_from_bell += final_room
elif has_pipe_left(state, player) and not auto_scroll:
if has_pipe_down(state, player):
reachable_coins_from_bell += first_trip_downstairs
if has_pipe_right(state, player):
reachable_coins_from_bell += entryway + hall
reachable_coins += 10
if not auto_scroll:
reachable_coins += 46
elif state.has("Tree Zone 4 Midway Bell", player):
if not auto_scroll:
if has_pipe_left(state, player):
reachable_coins += 18
if has_pipe_down(state, player):
reachable_coins += 10
if has_pipe_up(state, player):
reachable_coins_from_bell += second_trip_downstairs + final_room
else:
reachable_coins_from_bell += entryway + hall
return coins <= max(reachable_coins_from_start, reachable_coins_from_bell)
reachable_coins += 46
elif has_pipe_down(state, player):
reachable_coins += 10
return coins <= reachable_coins
def tree_zone_5_boss(state, player):
@@ -251,9 +239,12 @@ def pumpkin_zone_4_coins(state, player, coins):
def mario_zone_1_normal_exit(state, player):
return has_pipe_right(state, player) and (not is_auto_scroll(state, player, "Mario Zone 1")
or state.has_any(["Mushroom", "Fire Flower", "Carrot",
"Mario Zone 1 Midway Bell"], player))
if has_pipe_right(state, player):
if state.has_any(["Mushroom", "Fire Flower", "Carrot", "Mario Zone 1 Midway Bell"], player):
return True
if is_auto_scroll(state, player, "Mario Zone 1"):
return True
return False
def mario_zone_1_midway_bell(state, player):

View File

@@ -1,6 +0,0 @@
{
"game": "Ocarina of Time",
"authors": ["espeon65536"],
"world_version": "7.0.0",
"minimum_ap_version": "0.6.4"
}

View File

@@ -209,7 +209,7 @@ bread_and_butter_settings = {
OPTION_NAME[ProgressionBalancing]: ProgressionBalancing.default,
OPTION_NAME[GameDifficulty]: GameDifficulty.option_normal,
OPTION_NAME[SelectedRaces]: SelectedRaces.valid_keys,
OPTION_NAME[MissionOrder]: MissionOrder.option_golden_path,
OPTION_NAME[MissionOrder]: MissionOrder.option_blitz,
OPTION_NAME[RequiredTactics]: RequiredTactics.option_standard,
OPTION_NAME[EnabledCampaigns]: EnabledCampaigns.valid_keys,
OPTION_NAME[EnableRaceSwapVariants]: EnableRaceSwapVariants.option_pick_one,
@@ -331,13 +331,12 @@ evil_logic_settings = {
OPTION_NAME[GameDifficulty]: GameDifficulty.option_brutal,
OPTION_NAME[SelectedRaces]: SelectedRaces.valid_keys,
OPTION_NAME[MissionOrder]: MissionOrder.option_grid,
OPTION_NAME[RequiredTactics]: RequiredTactics.option_any_units,
OPTION_NAME[RequiredTactics]: RequiredTactics.option_standard,
OPTION_NAME[EnabledCampaigns]: EnabledCampaigns.valid_keys,
OPTION_NAME[EnableRaceSwapVariants]: EnableRaceSwapVariants.option_pick_one,
OPTION_NAME[EnableMissionRaceBalancing]: EnableMissionRaceBalancing.option_semi_balanced,
OPTION_NAME[KeyMode]: KeyMode.option_progressive_questlines,
OPTION_NAME[MaximumCampaignSize]: 35,
OPTION_NAME[TwoStartPositions]: TwoStartPositions.option_true,
OPTION_NAME[StarterUnit]: StarterUnit.option_off,
OPTION_NAME[EnableMorphling]: EnableMorphling.option_true,
OPTION_NAME[TakeOverAIAllies]: TakeOverAIAllies.option_false,

View File

@@ -101,7 +101,7 @@ def has_x_belt_multiplier(state: CollectionState, player: int, needed: float) ->
def has_logic_list_building(state: CollectionState, player: int, buildings: list[str], index: int,
includeuseful: bool, floating: bool) -> bool:
includeuseful: bool) -> bool:
# Includes balancer, tunnel, and trash in logic in order to make them appear in earlier spheres
if includeuseful and not (state.has(ITEMS.trash, player) and has_balancer(state, player) and
@@ -109,7 +109,7 @@ def has_logic_list_building(state: CollectionState, player: int, buildings: list
return False
if buildings[index] == ITEMS.cutter:
if buildings.index(ITEMS.stacker) < index and not floating:
if buildings.index(ITEMS.stacker) < index:
return state.has_any((ITEMS.cutter, ITEMS.cutter_quad), player)
else:
return can_cut_half(state, player)
@@ -195,38 +195,38 @@ def create_shapez_regions(player: int, multiworld: MultiWorld, floating: bool,
# Progressively connect level and upgrade regions
regions[REGIONS.main].connect(
regions[REGIONS.levels_1], "Using first level building",
lambda state: has_logic_list_building(state, player, level_logic_buildings, 0, False, floating))
lambda state: has_logic_list_building(state, player, level_logic_buildings, 0, False))
regions[REGIONS.levels_1].connect(
regions[REGIONS.levels_2], "Using second level building",
lambda state: has_logic_list_building(state, player, level_logic_buildings, 1, False, floating))
lambda state: has_logic_list_building(state, player, level_logic_buildings, 1, False))
regions[REGIONS.levels_2].connect(
regions[REGIONS.levels_3], "Using third level building",
lambda state: has_logic_list_building(state, player, level_logic_buildings, 2,
early_useful == OPTIONS.buildings_3, floating))
early_useful == OPTIONS.buildings_3))
regions[REGIONS.levels_3].connect(
regions[REGIONS.levels_4], "Using fourth level building",
lambda state: has_logic_list_building(state, player, level_logic_buildings, 3, False, floating))
lambda state: has_logic_list_building(state, player, level_logic_buildings, 3, False))
regions[REGIONS.levels_4].connect(
regions[REGIONS.levels_5], "Using fifth level building",
lambda state: has_logic_list_building(state, player, level_logic_buildings, 4,
early_useful == OPTIONS.buildings_5, floating))
early_useful == OPTIONS.buildings_5))
regions[REGIONS.main].connect(
regions[REGIONS.upgrades_1], "Using first upgrade building",
lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 0, False, floating))
lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 0, False))
regions[REGIONS.upgrades_1].connect(
regions[REGIONS.upgrades_2], "Using second upgrade building",
lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 1, False, floating))
lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 1, False))
regions[REGIONS.upgrades_2].connect(
regions[REGIONS.upgrades_3], "Using third upgrade building",
lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 2,
early_useful == OPTIONS.buildings_3, floating))
early_useful == OPTIONS.buildings_3))
regions[REGIONS.upgrades_3].connect(
regions[REGIONS.upgrades_4], "Using fourth upgrade building",
lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 3, False, floating))
lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 3, False))
regions[REGIONS.upgrades_4].connect(
regions[REGIONS.upgrades_5], "Using fifth upgrade building",
lambda state: has_logic_list_building(state, player, upgrade_logic_buildings, 4,
early_useful == OPTIONS.buildings_5, floating))
early_useful == OPTIONS.buildings_5))
# Connect Uncolored shapesanity regions to Main
regions[REGIONS.main].connect(

View File

@@ -1,6 +0,0 @@
{
"game": "Stardew Valley",
"authors": ["KaitoKid", "Jouramie", "Witchybun (Mod Support)", "Exempt-Medic (Proofreading)"],
"minimum_ap_version": "0.6.4",
"world_version": "6.0.0"
}