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16 Commits

Author SHA1 Message Date
CaitSith2
2524ddc075 Dark Souls 3: Use options_dataclass 2023-12-24 17:30:53 -08:00
CaitSith2
d545b78803 Clique: Use options_dataclass 2023-12-24 17:30:17 -08:00
CaitSith2
88b1c94eb2 ChecksFinder: use options_dataclass 2023-12-24 17:29:30 -08:00
CaitSith2
7742d5d804 BumperStickers: Use options_dataclass 2023-12-24 17:29:04 -08:00
CaitSith2
d3e148dcc6 Blasphemous: Use options_dataclass 2023-12-24 17:28:34 -08:00
CaitSith2
b5fccde913 Didn't mean to include this debugging line. 2023-12-24 16:50:40 -08:00
CaitSith2
55e9b0687a Factorio: Options assigned as data_class 2023-12-24 16:49:05 -08:00
CaitSith2
79e1bf351e Adventure: options assigned as data_class 2023-12-24 16:47:54 -08:00
CaitSith2
fcfea9d9aa Adventure: use options.name instead of multiworld.name[players] 2023-12-24 15:22:07 -08:00
CaitSith2
cfc5508f06 ds3: use options.name instead of multiworld.name[player] 2023-12-24 14:10:33 -08:00
CaitSith2
62cb5f1fc2 fix flake8(push) hopefully 2023-12-24 13:43:19 -08:00
CaitSith2
7e70b16656 Clique: use options.name instead of multiworld.name 2023-12-24 13:34:25 -08:00
CaitSith2
7b486b3380 BumpStick: use options.name instead of multiworld.name 2023-12-24 13:33:32 -08:00
CaitSith2
09cac0a685 Core: use options.option_name instead of multiworld.option_name 2023-12-24 12:24:31 -08:00
CaitSith2
12c583533d Blasphemous: use options.option_name instead of multiworld.option_name 2023-12-24 11:43:28 -08:00
CaitSith2
c5af28a649 Factorio: use options.option_name instead of multiworld.option_name 2023-12-24 11:41:23 -08:00
193 changed files with 2463 additions and 7345 deletions

View File

@@ -1,5 +0,0 @@
[report]
exclude_lines =
pragma: no cover
if TYPE_CHECKING:
if typing.TYPE_CHECKING:

View File

@@ -71,7 +71,7 @@ jobs:
continue-on-error: true
if: env.diff != '' && matrix.task == 'flake8'
run: |
flake8 --count --max-complexity=14 --max-doc-length=120 --max-line-length=120 --statistics ${{ env.diff }}
flake8 --count --max-complexity=10 --max-doc-length=120 --max-line-length=120 --statistics ${{ env.diff }}
- name: "mypy: Type check modified files"
continue-on-error: true

View File

@@ -1,18 +0,0 @@
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="Archipelago Unittests" type="tests" factoryName="Unittests">
<module name="Archipelago" />
<option name="INTERPRETER_OPTIONS" value="" />
<option name="PARENT_ENVS" value="true" />
<option name="SDK_HOME" value="" />
<option name="WORKING_DIRECTORY" value="$PROJECT_DIR$" />
<option name="IS_MODULE_SDK" value="true" />
<option name="ADD_CONTENT_ROOTS" value="true" />
<option name="ADD_SOURCE_ROOTS" value="true" />
<EXTENSION ID="PythonCoverageRunConfigurationExtension" runner="coverage.py" />
<option name="_new_pattern" value="&quot;&quot;" />
<option name="_new_additionalArguments" value="&quot;&quot;" />
<option name="_new_target" value="&quot;$PROJECT_DIR$/test&quot;" />
<option name="_new_targetType" value="&quot;PATH&quot;" />
<method v="2" />
</configuration>
</component>

View File

@@ -1056,6 +1056,9 @@ class Location:
@property
def hint_text(self) -> str:
hint_text = getattr(self, "_hint_text", None)
if hint_text:
return hint_text
return "at " + self.name.replace("_", " ").replace("-", " ")

View File

@@ -460,7 +460,7 @@ class CommonContext:
else:
self.update_game(cached_game)
if needed_updates:
await self.send_msgs([{"cmd": "GetDataPackage", "games": [game_name]} for game_name in needed_updates])
await self.send_msgs([{"cmd": "GetDataPackage", "games": list(needed_updates)}])
def update_game(self, game_package: dict):
for item_name, item_id in game_package["item_name_to_id"].items():
@@ -477,7 +477,6 @@ class CommonContext:
current_cache = Utils.persistent_load().get("datapackage", {}).get("games", {})
current_cache.update(data_package["games"])
Utils.persistent_store("datapackage", "games", current_cache)
logger.info(f"Got new ID/Name DataPackage for {', '.join(data_package['games'])}")
for game, game_data in data_package["games"].items():
Utils.store_data_package_for_checksum(game, game_data)
@@ -728,6 +727,7 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
await ctx.server_auth(args['password'])
elif cmd == 'DataPackage':
logger.info("Got new ID/Name DataPackage")
ctx.consume_network_data_package(args['data'])
elif cmd == 'ConnectionRefused':

13
Main.py
View File

@@ -114,9 +114,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
for _ in range(count):
world.push_precollected(world.create_item(item_name, player))
for item_name, count in getattr(world.worlds[player].options,
"start_inventory_from_pool",
StartInventoryPool({})).value.items():
for item_name, count in world.start_inventory_from_pool.setdefault(player, StartInventoryPool({})).value.items():
for _ in range(count):
world.push_precollected(world.create_item(item_name, player))
# remove from_pool items also from early items handling, as starting is plenty early.
@@ -169,14 +167,11 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
# remove starting inventory from pool items.
# Because some worlds don't actually create items during create_items this has to be as late as possible.
if any(getattr(world.worlds[player].options, "start_inventory_from_pool", None) for player in world.player_ids):
if any(getattr(world.worlds[player].options, "start_inventory_from_pool", StartInventoryPool({})).value for player in world.player_ids):
new_items: List[Item] = []
depletion_pool: Dict[int, Dict[str, int]] = {
player: getattr(world.worlds[player].options,
"start_inventory_from_pool",
StartInventoryPool({})).value.copy()
for player in world.player_ids
}
player: getattr(world.worlds[player].options, "start_inventory_from_pool", StartInventoryPool({})).value.copy()
for player in world.player_ids}
for player, items in depletion_pool.items():
player_world: AutoWorld.World = world.worlds[player]
for count in items.values():

View File

@@ -4,29 +4,14 @@ import subprocess
import multiprocessing
import warnings
local_dir = os.path.dirname(__file__)
requirements_files = {os.path.join(local_dir, 'requirements.txt')}
if sys.version_info < (3, 8, 6):
raise RuntimeError("Incompatible Python Version. 3.8.7+ is supported.")
# don't run update if environment is frozen/compiled or if not the parent process (skip in subprocess)
_skip_update = bool(getattr(sys, "frozen", False) or multiprocessing.parent_process())
update_ran = _skip_update
class RequirementsSet(set):
def add(self, e):
global update_ran
update_ran &= _skip_update
super().add(e)
def update(self, *s):
global update_ran
update_ran &= _skip_update
super().update(*s)
local_dir = os.path.dirname(__file__)
requirements_files = RequirementsSet((os.path.join(local_dir, 'requirements.txt'),))
update_ran = getattr(sys, "frozen", False) or multiprocessing.parent_process()
if not update_ran:
for entry in os.scandir(os.path.join(local_dir, "worlds")):

View File

@@ -2210,24 +2210,25 @@ def parse_args() -> argparse.Namespace:
async def auto_shutdown(ctx, to_cancel=None):
await asyncio.sleep(ctx.auto_shutdown)
def inactivity_shutdown():
ctx.server.ws_server.close()
ctx.exit_event.set()
if to_cancel:
for task in to_cancel:
task.cancel()
logging.info("Shutting down due to inactivity.")
while not ctx.exit_event.is_set():
if not ctx.client_activity_timers.values():
inactivity_shutdown()
ctx.server.ws_server.close()
ctx.exit_event.set()
if to_cancel:
for task in to_cancel:
task.cancel()
logging.info("Shutting down due to inactivity.")
else:
newest_activity = max(ctx.client_activity_timers.values())
delta = datetime.datetime.now(datetime.timezone.utc) - newest_activity
seconds = ctx.auto_shutdown - delta.total_seconds()
if seconds < 0:
inactivity_shutdown()
ctx.server.ws_server.close()
ctx.exit_event.set()
if to_cancel:
for task in to_cancel:
task.cancel()
logging.info("Shutting down due to inactivity.")
else:
await asyncio.sleep(seconds)

View File

@@ -58,7 +58,6 @@ Currently, the following games are supported:
* Heretic
* Landstalker: The Treasures of King Nole
* Final Fantasy Mystic Quest
* TUNIC
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

@@ -20,8 +20,8 @@ def generate_api():
race = False
meta_options_source = {}
if 'file' in request.files:
files = request.files.getlist('file')
options = get_yaml_data(files)
file = request.files['file']
options = get_yaml_data(file)
if isinstance(options, Markup):
return {"text": options.striptags()}, 400
if isinstance(options, str):

View File

@@ -69,8 +69,8 @@
</td>
<td>
<select name="collect_mode" id="collect_mode">
<option value="auto">Automatic on goal completion</option>
<option value="goal">Allow !collect after goal completion</option>
<option value="auto">Automatic on goal completion</option>
<option value="auto-enabled">
Automatic on goal completion and manual !collect
</option>
@@ -93,9 +93,9 @@
{% if race -%}
<option value="disabled">Disabled in Race mode</option>
{%- else -%}
<option value="disabled">Disabled</option>
<option value="goal">Allow !remaining after goal completion</option>
<option value="enabled">Manual !remaining</option>
<option value="disabled">Disabled</option>
{%- endif -%}
</select>
</td>
@@ -185,12 +185,12 @@ Warning: playthrough can take a significant amount of time for larger multiworld
</span>
</td>
<td>
<input type="checkbox" id="plando_items" name="plando_items" value="items">
<label for="plando_items">Items</label><br>
<input type="checkbox" id="plando_bosses" name="plando_bosses" value="bosses" checked>
<label for="plando_bosses">Bosses</label><br>
<input type="checkbox" id="plando_items" name="plando_items" value="items" checked>
<label for="plando_items">Items</label><br>
<input type="checkbox" id="plando_connections" name="plando_connections" value="connections" checked>
<label for="plando_connections">Connections</label><br>

View File

@@ -1,6 +1,6 @@
{% block footer %}
<footer id="island-footer">
<div id="copyright-notice">Copyright 2024 Archipelago</div>
<div id="copyright-notice">Copyright 2023 Archipelago</div>
<div id="links">
<a href="/sitemap">Site Map</a>
-

View File

@@ -1,5 +1,4 @@
import datetime
import collections
from dataclasses import dataclass
from typing import Any, Callable, Dict, List, Optional, Set, Tuple
from uuid import UUID
@@ -9,7 +8,7 @@ from werkzeug.exceptions import abort
from MultiServer import Context, get_saving_second
from NetUtils import ClientStatus, Hint, NetworkItem, NetworkSlot, SlotType
from Utils import restricted_loads, KeyedDefaultDict
from Utils import restricted_loads
from . import app, cache
from .models import GameDataPackage, Room
@@ -63,18 +62,12 @@ class TrackerData:
self.location_name_to_id: Dict[str, Dict[str, int]] = {}
# Generate inverse lookup tables from data package, useful for trackers.
self.item_id_to_name: Dict[str, Dict[int, str]] = KeyedDefaultDict(lambda game_name: {
game_name: KeyedDefaultDict(lambda code: f"Unknown Game {game_name} - Item (ID: {code})")
})
self.location_id_to_name: Dict[str, Dict[int, str]] = KeyedDefaultDict(lambda game_name: {
game_name: KeyedDefaultDict(lambda code: f"Unknown Game {game_name} - Location (ID: {code})")
})
self.item_id_to_name: Dict[str, Dict[int, str]] = {}
self.location_id_to_name: Dict[str, Dict[int, str]] = {}
for game, game_package in self._multidata["datapackage"].items():
game_package = restricted_loads(GameDataPackage.get(checksum=game_package["checksum"]).data)
self.item_id_to_name[game] = KeyedDefaultDict(lambda code: f"Unknown Item (ID: {code})", {
id: name for name, id in game_package["item_name_to_id"].items()})
self.location_id_to_name[game] = KeyedDefaultDict(lambda code: f"Unknown Location (ID: {code})", {
id: name for name, id in game_package["location_name_to_id"].items()})
self.item_id_to_name[game] = {id: name for name, id in game_package["item_name_to_id"].items()}
self.location_id_to_name[game] = {id: name for name, id in game_package["location_name_to_id"].items()}
# Normal lookup tables as well.
self.item_name_to_id[game] = game_package["item_name_to_id"]
@@ -122,10 +115,10 @@ class TrackerData:
return self._multisave.get("received_items", {}).get((team, player, True), [])
@_cache_results
def get_player_inventory_counts(self, team: int, player: int) -> collections.Counter:
def get_player_inventory_counts(self, team: int, player: int) -> Dict[int, int]:
"""Retrieves a dictionary of all items received by their id and their received count."""
items = self.get_player_received_items(team, player)
inventory = collections.Counter()
inventory = {item: 0 for item in self.item_id_to_name[self.get_player_game(team, player)]}
for item in items:
inventory[item.item] += 1
@@ -156,15 +149,16 @@ class TrackerData:
"""Retrieves a dictionary of number of completed worlds per team."""
return {
team: sum(
self.get_player_client_status(team, player) == ClientStatus.CLIENT_GOAL for player in players
) for team, players in self.get_all_players().items()
self.get_player_client_status(team, player) == ClientStatus.CLIENT_GOAL
for player in players if self.get_slot_info(team, player).type == SlotType.player
) for team, players in self.get_team_players().items()
}
@_cache_results
def get_team_hints(self) -> Dict[int, Set[Hint]]:
"""Retrieves a dictionary of all hints per team."""
hints = {}
for team, players in self.get_all_slots().items():
for team, players in self.get_team_players().items():
hints[team] = set()
for player in players:
hints[team] |= self.get_player_hints(team, player)
@@ -176,7 +170,7 @@ class TrackerData:
"""Retrieves a dictionary of total player locations each team has."""
return {
team: sum(len(self.get_player_locations(team, player)) for player in players)
for team, players in self.get_all_players().items()
for team, players in self.get_team_players().items()
}
@_cache_results
@@ -184,30 +178,16 @@ class TrackerData:
"""Retrieves a dictionary of checked player locations each team has."""
return {
team: sum(len(self.get_player_checked_locations(team, player)) for player in players)
for team, players in self.get_all_players().items()
for team, players in self.get_team_players().items()
}
# TODO: Change this method to properly build for each team once teams are properly implemented, as they don't
# currently exist in multidata to easily look up, so these are all assuming only 1 team: Team #0
@_cache_results
def get_all_slots(self) -> Dict[int, List[int]]:
def get_team_players(self) -> Dict[int, List[int]]:
"""Retrieves a dictionary of all players ids on each team."""
return {
0: [
player for player, slot_info in self._multidata["slot_info"].items()
]
}
# TODO: Change this method to properly build for each team once teams are properly implemented, as they don't
# currently exist in multidata to easily look up, so these are all assuming only 1 team: Team #0
@_cache_results
def get_all_players(self) -> Dict[int, List[int]]:
"""Retrieves a dictionary of all player slot-type players ids on each team."""
return {
0: [
player for player, slot_info in self._multidata["slot_info"].items()
if self.get_slot_info(0, player).type == SlotType.player
]
0: [player for player, slot_info in self._multidata["slot_info"].items()]
}
@_cache_results
@@ -223,7 +203,7 @@ class TrackerData:
"""Retrieves a dictionary of all locations and their associated item metadata per player."""
return {
(team, player): self.get_player_locations(team, player)
for team, players in self.get_all_players().items() for player in players
for team, players in self.get_team_players().items() for player in players
}
@_cache_results
@@ -231,7 +211,7 @@ class TrackerData:
"""Retrieves a dictionary of games for each player."""
return {
(team, player): self.get_player_game(team, player)
for team, players in self.get_all_slots().items() for player in players
for team, players in self.get_team_players().items() for player in players
}
@_cache_results
@@ -239,7 +219,7 @@ class TrackerData:
"""Retrieves a dictionary of all locations complete per player."""
return {
(team, player): len(self.get_player_checked_locations(team, player))
for team, players in self.get_all_players().items() for player in players
for team, players in self.get_team_players().items() for player in players
}
@_cache_results
@@ -247,14 +227,14 @@ class TrackerData:
"""Retrieves a dictionary of all ClientStatus values per player."""
return {
(team, player): self.get_player_client_status(team, player)
for team, players in self.get_all_players().items() for player in players
for team, players in self.get_team_players().items() for player in players
}
@_cache_results
def get_room_long_player_names(self) -> Dict[TeamPlayer, str]:
"""Retrieves a dictionary of names with aliases for each player."""
long_player_names = {}
for team, players in self.get_all_slots().items():
for team, players in self.get_team_players().items():
for player in players:
alias = self.get_player_alias(team, player)
if alias:
@@ -390,8 +370,7 @@ def render_generic_multiworld_tracker(tracker_data: TrackerData, enabled_tracker
enabled_trackers=enabled_trackers,
current_tracker="Generic",
room=tracker_data.room,
all_slots=tracker_data.get_all_slots(),
room_players=tracker_data.get_all_players(),
room_players=tracker_data.get_team_players(),
locations=tracker_data.get_room_locations(),
locations_complete=tracker_data.get_room_locations_complete(),
total_team_locations=tracker_data.get_team_locations_total_count(),
@@ -410,6 +389,7 @@ def render_generic_multiworld_tracker(tracker_data: TrackerData, enabled_tracker
# TODO: This is a temporary solution until a proper Tracker API can be implemented for tracker templates and data to
# live in their respective world folders.
import collections
from worlds import network_data_package
@@ -420,7 +400,7 @@ if "Factorio" in network_data_package["games"]:
(team, player): {
tracker_data.item_id_to_name["Factorio"][item_id]: count
for item_id, count in tracker_data.get_player_inventory_counts(team, player).items()
} for team, players in tracker_data.get_all_slots().items() for player in players
} for team, players in tracker_data.get_team_players().items() for player in players
if tracker_data.get_player_game(team, player) == "Factorio"
}
@@ -429,8 +409,7 @@ if "Factorio" in network_data_package["games"]:
enabled_trackers=enabled_trackers,
current_tracker="Factorio",
room=tracker_data.room,
all_slots=tracker_data.get_all_slots(),
room_players=tracker_data.get_all_players(),
room_players=tracker_data.get_team_players(),
locations=tracker_data.get_room_locations(),
locations_complete=tracker_data.get_room_locations_complete(),
total_team_locations=tracker_data.get_team_locations_total_count(),
@@ -568,7 +547,7 @@ if "A Link to the Past" in network_data_package["games"]:
if area_name != "Total" else tracker_data._multidata["checks_in_area"][player]["Total"]
for area_name in ordered_areas
}
for team, players in tracker_data.get_all_slots().items()
for team, players in tracker_data.get_team_players().items()
for player in players
if tracker_data.get_slot_info(team, player).type != SlotType.group and
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
@@ -606,7 +585,7 @@ if "A Link to the Past" in network_data_package["games"]:
player_location_to_area = {
(team, player): _get_location_table(tracker_data._multidata["checks_in_area"][player])
for team, players in tracker_data.get_all_slots().items()
for team, players in tracker_data.get_team_players().items()
for player in players
if tracker_data.get_slot_info(team, player).type != SlotType.group and
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
@@ -614,15 +593,15 @@ if "A Link to the Past" in network_data_package["games"]:
checks_done: Dict[TeamPlayer, Dict[str: int]] = {
(team, player): {location_name: 0 for location_name in default_locations}
for team, players in tracker_data.get_all_slots().items()
for team, players in tracker_data.get_team_players().items()
for player in players
if tracker_data.get_slot_info(team, player).type != SlotType.group and
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
}
inventories: Dict[TeamPlayer, Dict[int, int]] = {}
player_big_key_locations = {(player): set() for player in tracker_data.get_all_slots()[0]}
player_small_key_locations = {player: set() for player in tracker_data.get_all_slots()[0]}
player_big_key_locations = {(player): set() for player in tracker_data.get_team_players()[0]}
player_small_key_locations = {player: set() for player in tracker_data.get_team_players()[0]}
group_big_key_locations = set()
group_key_locations = set()
@@ -660,8 +639,7 @@ if "A Link to the Past" in network_data_package["games"]:
enabled_trackers=enabled_trackers,
current_tracker="A Link to the Past",
room=tracker_data.room,
all_slots=tracker_data.get_all_slots(),
room_players=tracker_data.get_all_players(),
room_players=tracker_data.get_team_players(),
locations=tracker_data.get_room_locations(),
locations_complete=tracker_data.get_room_locations_complete(),
total_team_locations=tracker_data.get_team_locations_total_count(),

View File

@@ -11,14 +11,11 @@ from flask import request, flash, redirect, url_for, session, render_template
from markupsafe import Markup
from pony.orm import commit, flush, select, rollback
from pony.orm.core import TransactionIntegrityError
import schema
import MultiServer
from NetUtils import SlotType
from Utils import VersionException, __version__
from worlds import GamesPackage
from worlds.Files import AutoPatchRegister
from worlds.AutoWorld import data_package_checksum
from . import app
from .models import Seed, Room, Slot, GameDataPackage
@@ -26,15 +23,6 @@ banned_extensions = (".sfc", ".z64", ".n64", ".nes", ".smc", ".sms", ".gb", ".gb
allowed_options_extensions = (".yaml", ".json", ".yml", ".txt", ".zip")
allowed_generation_extensions = (".archipelago", ".zip")
games_package_schema = schema.Schema({
"item_name_groups": {str: [str]},
"item_name_to_id": {str: int},
"location_name_groups": {str: [str]},
"location_name_to_id": {str: int},
schema.Optional("checksum"): str,
schema.Optional("version"): int,
})
def allowed_options(filename: str) -> bool:
return filename.endswith(allowed_options_extensions)
@@ -49,8 +37,6 @@ def banned_file(filename: str) -> bool:
def process_multidata(compressed_multidata, files={}):
game_data: GamesPackage
decompressed_multidata = MultiServer.Context.decompress(compressed_multidata)
slots: typing.Set[Slot] = set()
@@ -59,19 +45,11 @@ def process_multidata(compressed_multidata, files={}):
game_data_packages: typing.List[GameDataPackage] = []
for game, game_data in decompressed_multidata["datapackage"].items():
if game_data.get("checksum"):
original_checksum = game_data.pop("checksum")
game_data = games_package_schema.validate(game_data)
game_data = {key: value for key, value in sorted(game_data.items())}
game_data["checksum"] = data_package_checksum(game_data)
game_data_package = GameDataPackage(checksum=game_data["checksum"],
data=pickle.dumps(game_data))
if original_checksum != game_data["checksum"]:
raise Exception(f"Original checksum {original_checksum} != "
f"calculated checksum {game_data['checksum']} "
f"for game {game}.")
decompressed_multidata["datapackage"][game] = {
"version": game_data.get("version", 0),
"checksum": game_data["checksum"],
"checksum": game_data["checksum"]
}
try:
commit() # commit game data package
@@ -86,15 +64,14 @@ def process_multidata(compressed_multidata, files={}):
if slot_info.type == SlotType.group:
continue
slots.add(Slot(data=files.get(slot, None),
player_name=slot_info.name,
player_id=slot,
game=slot_info.game))
player_name=slot_info.name,
player_id=slot,
game=slot_info.game))
flush() # commit slots
compressed_multidata = compressed_multidata[0:1] + zlib.compress(pickle.dumps(decompressed_multidata), 9)
return slots, compressed_multidata
def upload_zip_to_db(zfile: zipfile.ZipFile, owner=None, meta={"race": False}, sid=None):
if not owner:
owner = session["_id"]

View File

@@ -1,10 +1,505 @@
import ModuleUpdate
ModuleUpdate.update()
import asyncio
import base64
import platform
from typing import Any, ClassVar, Coroutine, Dict, List, Optional, Protocol, Tuple, cast
import Utils # noqa: E402
# CommonClient import first to trigger ModuleUpdater
from CommonClient import CommonContext, server_loop, gui_enabled, \
ClientCommandProcessor, logger, get_base_parser
from NetUtils import ClientStatus
import Utils
from Utils import async_start
import colorama
from zilliandomizer.zri.memory import Memory
from zilliandomizer.zri import events
from zilliandomizer.utils.loc_name_maps import id_to_loc
from zilliandomizer.options import Chars
from zilliandomizer.patch import RescueInfo
from worlds.zillion.id_maps import make_id_to_others
from worlds.zillion.config import base_id, zillion_map
class ZillionCommandProcessor(ClientCommandProcessor):
ctx: "ZillionContext"
def _cmd_sms(self) -> None:
""" Tell the client that Zillion is running in RetroArch. """
logger.info("ready to look for game")
self.ctx.look_for_retroarch.set()
def _cmd_map(self) -> None:
""" Toggle view of the map tracker. """
self.ctx.ui_toggle_map()
class ToggleCallback(Protocol):
def __call__(self) -> None: ...
class SetRoomCallback(Protocol):
def __call__(self, rooms: List[List[int]]) -> None: ...
class ZillionContext(CommonContext):
game = "Zillion"
command_processor = ZillionCommandProcessor
items_handling = 1 # receive items from other players
known_name: Optional[str]
""" This is almost the same as `auth` except `auth` is reset to `None` when server disconnects, and this isn't. """
from_game: "asyncio.Queue[events.EventFromGame]"
to_game: "asyncio.Queue[events.EventToGame]"
ap_local_count: int
""" local checks watched by server """
next_item: int
""" index in `items_received` """
ap_id_to_name: Dict[int, str]
ap_id_to_zz_id: Dict[int, int]
start_char: Chars = "JJ"
rescues: Dict[int, RescueInfo] = {}
loc_mem_to_id: Dict[int, int] = {}
got_room_info: asyncio.Event
""" flag for connected to server """
got_slot_data: asyncio.Event
""" serves as a flag for whether I am logged in to the server """
look_for_retroarch: asyncio.Event
"""
There is a bug in Python in Windows
https://github.com/python/cpython/issues/91227
that makes it so if I look for RetroArch before it's ready,
it breaks the asyncio udp transport system.
As a workaround, we don't look for RetroArch until this event is set.
"""
ui_toggle_map: ToggleCallback
ui_set_rooms: SetRoomCallback
""" parameter is y 16 x 8 numbers to show in each room """
def __init__(self,
server_address: str,
password: str) -> None:
super().__init__(server_address, password)
self.known_name = None
self.from_game = asyncio.Queue()
self.to_game = asyncio.Queue()
self.got_room_info = asyncio.Event()
self.got_slot_data = asyncio.Event()
self.ui_toggle_map = lambda: None
self.ui_set_rooms = lambda rooms: None
self.look_for_retroarch = asyncio.Event()
if platform.system() != "Windows":
# asyncio udp bug is only on Windows
self.look_for_retroarch.set()
self.reset_game_state()
def reset_game_state(self) -> None:
for _ in range(self.from_game.qsize()):
self.from_game.get_nowait()
for _ in range(self.to_game.qsize()):
self.to_game.get_nowait()
self.got_slot_data.clear()
self.ap_local_count = 0
self.next_item = 0
self.ap_id_to_name = {}
self.ap_id_to_zz_id = {}
self.rescues = {}
self.loc_mem_to_id = {}
self.locations_checked.clear()
self.missing_locations.clear()
self.checked_locations.clear()
self.finished_game = False
self.items_received.clear()
# override
def on_deathlink(self, data: Dict[str, Any]) -> None:
self.to_game.put_nowait(events.DeathEventToGame())
return super().on_deathlink(data)
# override
async def server_auth(self, password_requested: bool = False) -> None:
if password_requested and not self.password:
await super().server_auth(password_requested)
if not self.auth:
logger.info('waiting for connection to game...')
return
logger.info("logging in to server...")
await self.send_connect()
# override
def run_gui(self) -> None:
from kvui import GameManager
from kivy.core.text import Label as CoreLabel
from kivy.graphics import Ellipse, Color, Rectangle
from kivy.uix.layout import Layout
from kivy.uix.widget import Widget
class ZillionManager(GameManager):
logging_pairs = [
("Client", "Archipelago")
]
base_title = "Archipelago Zillion Client"
class MapPanel(Widget):
MAP_WIDTH: ClassVar[int] = 281
_number_textures: List[Any] = []
rooms: List[List[int]] = []
def __init__(self, **kwargs: Any) -> None:
super().__init__(**kwargs)
self.rooms = [[0 for _ in range(8)] for _ in range(16)]
self._make_numbers()
self.update_map()
self.bind(pos=self.update_map)
# self.bind(size=self.update_bg)
def _make_numbers(self) -> None:
self._number_textures = []
for n in range(10):
label = CoreLabel(text=str(n), font_size=22, color=(0.1, 0.9, 0, 1))
label.refresh()
self._number_textures.append(label.texture)
def update_map(self, *args: Any) -> None:
self.canvas.clear()
with self.canvas:
Color(1, 1, 1, 1)
Rectangle(source=zillion_map,
pos=self.pos,
size=(ZillionManager.MapPanel.MAP_WIDTH,
int(ZillionManager.MapPanel.MAP_WIDTH * 1.456))) # aspect ratio of that image
for y in range(16):
for x in range(8):
num = self.rooms[15 - y][x]
if num > 0:
Color(0, 0, 0, 0.4)
pos = [self.pos[0] + 17 + x * 32, self.pos[1] + 14 + y * 24]
Ellipse(size=[22, 22], pos=pos)
Color(1, 1, 1, 1)
pos = [self.pos[0] + 22 + x * 32, self.pos[1] + 12 + y * 24]
num_texture = self._number_textures[num]
Rectangle(texture=num_texture, size=num_texture.size, pos=pos)
def build(self) -> Layout:
container = super().build()
self.map_widget = ZillionManager.MapPanel(size_hint_x=None, width=0)
self.main_area_container.add_widget(self.map_widget)
return container
def toggle_map_width(self) -> None:
if self.map_widget.width == 0:
self.map_widget.width = ZillionManager.MapPanel.MAP_WIDTH
else:
self.map_widget.width = 0
self.container.do_layout()
def set_rooms(self, rooms: List[List[int]]) -> None:
self.map_widget.rooms = rooms
self.map_widget.update_map()
self.ui = ZillionManager(self)
self.ui_toggle_map = lambda: self.ui.toggle_map_width()
self.ui_set_rooms = lambda rooms: self.ui.set_rooms(rooms)
run_co: Coroutine[Any, Any, None] = self.ui.async_run()
self.ui_task = asyncio.create_task(run_co, name="UI")
def on_package(self, cmd: str, args: Dict[str, Any]) -> None:
self.room_item_numbers_to_ui()
if cmd == "Connected":
logger.info("logged in to Archipelago server")
if "slot_data" not in args:
logger.warn("`Connected` packet missing `slot_data`")
return
slot_data = args["slot_data"]
if "start_char" not in slot_data:
logger.warn("invalid Zillion `Connected` packet, `slot_data` missing `start_char`")
return
self.start_char = slot_data['start_char']
if self.start_char not in {"Apple", "Champ", "JJ"}:
logger.warn("invalid Zillion `Connected` packet, "
f"`slot_data` `start_char` has invalid value: {self.start_char}")
if "rescues" not in slot_data:
logger.warn("invalid Zillion `Connected` packet, `slot_data` missing `rescues`")
return
rescues = slot_data["rescues"]
self.rescues = {}
for rescue_id, json_info in rescues.items():
assert rescue_id in ("0", "1"), f"invalid rescue_id in Zillion slot_data: {rescue_id}"
# TODO: just take start_char out of the RescueInfo so there's no opportunity for a mismatch?
assert json_info["start_char"] == self.start_char, \
f'mismatch in Zillion slot data: {json_info["start_char"]} {self.start_char}'
ri = RescueInfo(json_info["start_char"],
json_info["room_code"],
json_info["mask"])
self.rescues[0 if rescue_id == "0" else 1] = ri
if "loc_mem_to_id" not in slot_data:
logger.warn("invalid Zillion `Connected` packet, `slot_data` missing `loc_mem_to_id`")
return
loc_mem_to_id = slot_data["loc_mem_to_id"]
self.loc_mem_to_id = {}
for mem_str, id_str in loc_mem_to_id.items():
mem = int(mem_str)
id_ = int(id_str)
room_i = mem // 256
assert 0 <= room_i < 74
assert id_ in id_to_loc
self.loc_mem_to_id[mem] = id_
if len(self.loc_mem_to_id) != 394:
logger.warn("invalid Zillion `Connected` packet, "
f"`slot_data` missing locations in `loc_mem_to_id` - len {len(self.loc_mem_to_id)}")
self.got_slot_data.set()
payload = {
"cmd": "Get",
"keys": [f"zillion-{self.auth}-doors"]
}
async_start(self.send_msgs([payload]))
elif cmd == "Retrieved":
if "keys" not in args:
logger.warning(f"invalid Retrieved packet to ZillionClient: {args}")
return
keys = cast(Dict[str, Optional[str]], args["keys"])
doors_b64 = keys.get(f"zillion-{self.auth}-doors", None)
if doors_b64:
logger.info("received door data from server")
doors = base64.b64decode(doors_b64)
self.to_game.put_nowait(events.DoorEventToGame(doors))
elif cmd == "RoomInfo":
self.seed_name = args["seed_name"]
self.got_room_info.set()
def room_item_numbers_to_ui(self) -> None:
rooms = [[0 for _ in range(8)] for _ in range(16)]
for loc_id in self.missing_locations:
loc_id_small = loc_id - base_id
loc_name = id_to_loc[loc_id_small]
y = ord(loc_name[0]) - 65
x = ord(loc_name[2]) - 49
if y == 9 and x == 5:
# don't show main computer in numbers
continue
assert (0 <= y < 16) and (0 <= x < 8), f"invalid index from location name {loc_name}"
rooms[y][x] += 1
# TODO: also add locations with locals lost from loading save state or reset
self.ui_set_rooms(rooms)
def process_from_game_queue(self) -> None:
if self.from_game.qsize():
event_from_game = self.from_game.get_nowait()
if isinstance(event_from_game, events.AcquireLocationEventFromGame):
server_id = event_from_game.id + base_id
loc_name = id_to_loc[event_from_game.id]
self.locations_checked.add(server_id)
if server_id in self.missing_locations:
self.ap_local_count += 1
n_locations = len(self.missing_locations) + len(self.checked_locations) - 1 # -1 to ignore win
logger.info(f'New Check: {loc_name} ({self.ap_local_count}/{n_locations})')
async_start(self.send_msgs([
{"cmd": 'LocationChecks', "locations": [server_id]}
]))
else:
# This will happen a lot in Zillion,
# because all the key words are local and unwatched by the server.
logger.debug(f"DEBUG: {loc_name} not in missing")
elif isinstance(event_from_game, events.DeathEventFromGame):
async_start(self.send_death())
elif isinstance(event_from_game, events.WinEventFromGame):
if not self.finished_game:
async_start(self.send_msgs([
{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}
]))
self.finished_game = True
elif isinstance(event_from_game, events.DoorEventFromGame):
if self.auth:
doors_b64 = base64.b64encode(event_from_game.doors).decode()
payload = {
"cmd": "Set",
"key": f"zillion-{self.auth}-doors",
"operations": [{"operation": "replace", "value": doors_b64}]
}
async_start(self.send_msgs([payload]))
else:
logger.warning(f"WARNING: unhandled event from game {event_from_game}")
def process_items_received(self) -> None:
if len(self.items_received) > self.next_item:
zz_item_ids = [self.ap_id_to_zz_id[item.item] for item in self.items_received]
for index in range(self.next_item, len(self.items_received)):
ap_id = self.items_received[index].item
from_name = self.player_names[self.items_received[index].player]
# TODO: colors in this text, like sni client?
logger.info(f'received {self.ap_id_to_name[ap_id]} from {from_name}')
self.to_game.put_nowait(
events.ItemEventToGame(zz_item_ids)
)
self.next_item = len(self.items_received)
def name_seed_from_ram(data: bytes) -> Tuple[str, str]:
""" returns player name, and end of seed string """
if len(data) == 0:
# no connection to game
return "", "xxx"
null_index = data.find(b'\x00')
if null_index == -1:
logger.warning(f"invalid game id in rom {repr(data)}")
null_index = len(data)
name = data[:null_index].decode()
null_index_2 = data.find(b'\x00', null_index + 1)
if null_index_2 == -1:
null_index_2 = len(data)
seed_name = data[null_index + 1:null_index_2].decode()
return name, seed_name
async def zillion_sync_task(ctx: ZillionContext) -> None:
logger.info("started zillion sync task")
# to work around the Python bug where we can't check for RetroArch
if not ctx.look_for_retroarch.is_set():
logger.info("Start Zillion in RetroArch, then use the /sms command to connect to it.")
await asyncio.wait((
asyncio.create_task(ctx.look_for_retroarch.wait()),
asyncio.create_task(ctx.exit_event.wait())
), return_when=asyncio.FIRST_COMPLETED)
last_log = ""
def log_no_spam(msg: str) -> None:
nonlocal last_log
if msg != last_log:
last_log = msg
logger.info(msg)
# to only show this message once per client run
help_message_shown = False
with Memory(ctx.from_game, ctx.to_game) as memory:
while not ctx.exit_event.is_set():
ram = await memory.read()
game_id = memory.get_rom_to_ram_data(ram)
name, seed_end = name_seed_from_ram(game_id)
if len(name):
if name == ctx.known_name:
ctx.auth = name
# this is the name we know
if ctx.server and ctx.server.socket: # type: ignore
if ctx.got_room_info.is_set():
if ctx.seed_name and ctx.seed_name.endswith(seed_end):
# correct seed
if memory.have_generation_info():
log_no_spam("everything connected")
await memory.process_ram(ram)
ctx.process_from_game_queue()
ctx.process_items_received()
else: # no generation info
if ctx.got_slot_data.is_set():
memory.set_generation_info(ctx.rescues, ctx.loc_mem_to_id)
ctx.ap_id_to_name, ctx.ap_id_to_zz_id, _ap_id_to_zz_item = \
make_id_to_others(ctx.start_char)
ctx.next_item = 0
ctx.ap_local_count = len(ctx.checked_locations)
else: # no slot data yet
async_start(ctx.send_connect())
log_no_spam("logging in to server...")
await asyncio.wait((
asyncio.create_task(ctx.got_slot_data.wait()),
asyncio.create_task(ctx.exit_event.wait()),
asyncio.create_task(asyncio.sleep(6))
), return_when=asyncio.FIRST_COMPLETED) # to not spam connect packets
else: # not correct seed name
log_no_spam("incorrect seed - did you mix up roms?")
else: # no room info
# If we get here, it looks like `RoomInfo` packet got lost
log_no_spam("waiting for room info from server...")
else: # server not connected
log_no_spam("waiting for server connection...")
else: # new game
log_no_spam("connected to new game")
await ctx.disconnect()
ctx.reset_server_state()
ctx.seed_name = None
ctx.got_room_info.clear()
ctx.reset_game_state()
memory.reset_game_state()
ctx.auth = name
ctx.known_name = name
async_start(ctx.connect())
await asyncio.wait((
asyncio.create_task(ctx.got_room_info.wait()),
asyncio.create_task(ctx.exit_event.wait()),
asyncio.create_task(asyncio.sleep(6))
), return_when=asyncio.FIRST_COMPLETED)
else: # no name found in game
if not help_message_shown:
logger.info('In RetroArch, make sure "Settings > Network > Network Commands" is on.')
help_message_shown = True
log_no_spam("looking for connection to game...")
await asyncio.sleep(0.3)
await asyncio.sleep(0.09375)
logger.info("zillion sync task ending")
async def main() -> None:
parser = get_base_parser()
parser.add_argument('diff_file', default="", type=str, nargs="?",
help='Path to a .apzl Archipelago Binary Patch file')
# SNI parser.add_argument('--loglevel', default='info', choices=['debug', 'info', 'warning', 'error', 'critical'])
args = parser.parse_args()
print(args)
if args.diff_file:
import Patch
logger.info("patch file was supplied - creating sms rom...")
meta, rom_file = Patch.create_rom_file(args.diff_file)
if "server" in meta:
args.connect = meta["server"]
logger.info(f"wrote rom file to {rom_file}")
ctx = ZillionContext(args.connect, args.password)
if ctx.server_task is None:
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
if gui_enabled:
ctx.run_gui()
ctx.run_cli()
sync_task = asyncio.create_task(zillion_sync_task(ctx))
await ctx.exit_event.wait()
ctx.server_address = None
logger.debug("waiting for sync task to end")
await sync_task
logger.debug("sync task ended")
await ctx.shutdown()
from worlds.zillion.client import launch # noqa: E402
if __name__ == "__main__":
Utils.init_logging("ZillionClient", exception_logger="Client")
launch()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

@@ -456,7 +456,6 @@ function send_receive ()
failed_guard_response = response
end
else
if type(response) ~= "string" then response = "Unknown error" end
res[i] = {type = "ERROR", err = response}
end
end

View File

@@ -164,9 +164,6 @@
# The Legend of Zelda (1)
/worlds/tloz/ @Rosalie-A @t3hf1gm3nt
# TUNIC
/worlds/tunic/ @silent-destroyer
# Undertale
/worlds/undertale/ @jonloveslegos

View File

@@ -380,13 +380,12 @@ Additional arguments sent in this package will also be added to the [Retrieved](
Some special keys exist with specific return data, all of them have the prefix `_read_`, so `hints_{team}_{slot}` is `_read_hints_{team}_{slot}`.
| Name | Type | Notes |
|----------------------------------|-------------------------------|-------------------------------------------------------|
| hints_{team}_{slot} | list\[[Hint](#Hint)\] | All Hints belonging to the requested Player. |
| slot_data_{slot} | dict\[str, any\] | slot_data belonging to the requested slot. |
| item_name_groups_{game_name} | dict\[str, list\[str\]\] | item_name_groups belonging to the requested game. |
| location_name_groups_{game_name} | dict\[str, list\[str\]\] | location_name_groups belonging to the requested game. |
| client_status_{team}_{slot} | [ClientStatus](#ClientStatus) | The current game status of the requested player. |
| Name | Type | Notes |
|------------------------------|-------------------------------|---------------------------------------------------|
| hints_{team}_{slot} | list\[[Hint](#Hint)\] | All Hints belonging to the requested Player. |
| slot_data_{slot} | dict\[str, any\] | slot_data belonging to the requested slot. |
| item_name_groups_{game_name} | dict\[str, list\[str\]\] | item_name_groups belonging to the requested game. |
| client_status_{team}_{slot} | [ClientStatus](#ClientStatus) | The current game status of the requested player. |
### Set
Used to write data to the server's data storage, that data can then be shared across worlds or just saved for later. Values for keys in the data storage can be retrieved with a [Get](#Get) package, or monitored with a [SetNotify](#SetNotify) package.
@@ -675,8 +674,8 @@ Tags are represented as a list of strings, the common Client tags follow:
### DeathLink
A special kind of Bounce packet that can be supported by any AP game. It targets the tag "DeathLink" and carries the following data:
| Name | Type | Notes |
|--------|-------|--------------------------------------------------------------------------------------------------------------------------------------------------------|
| time | float | Unix Time Stamp of time of death. |
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, this should contain the player name, ex. "Berserker was run over by a train." |
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |
| Name | Type | Notes |
| ---- | ---- | ---- |
| time | float | Unix Time Stamp of time of death. |
| cause | str | Optional. Text to explain the cause of death, ex. "Berserker was run over by a train." |
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |

View File

@@ -197,7 +197,7 @@ begin
begin
// Is the installed version at least the packaged one ?
Log('VC Redist x64 Version : found ' + strVersion);
Result := (CompareStr(strVersion, 'v14.38.33130') < 0);
Result := (CompareStr(strVersion, 'v14.32.31332') < 0);
end
else
begin

View File

@@ -4,7 +4,7 @@ PyYAML>=6.0.1
jellyfish>=1.0.3
jinja2>=3.1.2
schema>=0.7.5
kivy>=2.3.0
kivy>=2.2.1
bsdiff4>=1.2.4
platformdirs>=4.0.0
certifi>=2023.11.17

View File

@@ -597,8 +597,8 @@ class ServerOptions(Group):
disable_item_cheat: Union[DisableItemCheat, bool] = False
location_check_points: LocationCheckPoints = LocationCheckPoints(1)
hint_cost: HintCost = HintCost(10)
release_mode: ReleaseMode = ReleaseMode("auto")
collect_mode: CollectMode = CollectMode("auto")
release_mode: ReleaseMode = ReleaseMode("goal")
collect_mode: CollectMode = CollectMode("goal")
remaining_mode: RemainingMode = RemainingMode("goal")
auto_shutdown: AutoShutdown = AutoShutdown(0)
compatibility: Compatibility = Compatibility(2)
@@ -673,7 +673,7 @@ class GeneratorOptions(Group):
spoiler: Spoiler = Spoiler(3)
glitch_triforce_room: GlitchTriforceRoom = GlitchTriforceRoom(1) # why is this here?
race: Race = Race(0)
plando_options: PlandoOptions = PlandoOptions("bosses, connections, texts")
plando_options: PlandoOptions = PlandoOptions("bosses")
class SNIOptions(Group):

View File

@@ -54,6 +54,7 @@ if __name__ == "__main__":
# TODO: move stuff to not require this
import ModuleUpdate
ModuleUpdate.update(yes="--yes" in sys.argv or "-y" in sys.argv)
ModuleUpdate.update_ran = False # restore for later
from worlds.LauncherComponents import components, icon_paths
from Utils import version_tuple, is_windows, is_linux
@@ -75,6 +76,7 @@ non_apworlds: set = {
"Ocarina of Time",
"Overcooked! 2",
"Raft",
"Secret of Evermore",
"Slay the Spire",
"Sudoku",
"Super Mario 64",
@@ -303,6 +305,7 @@ class BuildExeCommand(cx_Freeze.command.build_exe.BuildEXE):
print(f"Outputting to: {self.buildfolder}")
os.makedirs(self.buildfolder, exist_ok=True)
import ModuleUpdate
ModuleUpdate.requirements_files.add(os.path.join("WebHostLib", "requirements.txt"))
ModuleUpdate.update(yes=self.yes)
# auto-build cython modules
@@ -349,18 +352,6 @@ class BuildExeCommand(cx_Freeze.command.build_exe.BuildEXE):
for folder in sdl2.dep_bins + glew.dep_bins:
shutil.copytree(folder, self.libfolder, dirs_exist_ok=True)
print(f"copying {folder} -> {self.libfolder}")
# windows needs Visual Studio C++ Redistributable
# Installer works for x64 and arm64
print("Downloading VC Redist")
import certifi
import ssl
context = ssl.create_default_context(ssl.Purpose.SERVER_AUTH, cafile=certifi.where())
with urllib.request.urlopen(r"https://aka.ms/vs/17/release/vc_redist.x64.exe",
context=context) as download:
vc_redist = download.read()
print(f"Download complete, {len(vc_redist) / 1024 / 1024:.2f} MBytes downloaded.", )
with open("VC_redist.x64.exe", "wb") as vc_file:
vc_file.write(vc_redist)
for data in self.extra_data:
self.installfile(Path(data))

View File

@@ -285,7 +285,7 @@ class WorldTestBase(unittest.TestCase):
if not (self.run_default_tests and self.constructed):
return
with self.subTest("Game", game=self.game):
excluded = self.multiworld.worlds[1].options.exclude_locations.value
excluded = self.multiworld.exclude_locations[1].value
state = self.multiworld.get_all_state(False)
for location in self.multiworld.get_locations():
if location.name not in excluded:

View File

@@ -1,127 +0,0 @@
import time
class TimeIt:
def __init__(self, name: str, time_logger=None):
self.name = name
self.logger = time_logger
self.timer = None
self.end_timer = None
def __enter__(self):
self.timer = time.perf_counter()
return self
@property
def dif(self):
return self.end_timer - self.timer
def __exit__(self, exc_type, exc_val, exc_tb):
if not self.end_timer:
self.end_timer = time.perf_counter()
if self.logger:
self.logger.info(f"{self.dif:.4f} seconds in {self.name}.")
if __name__ == "__main__":
import argparse
import logging
import gc
import collections
import typing
# makes this module runnable from its folder.
import sys
import os
sys.path.remove(os.path.dirname(__file__))
new_home = os.path.normpath(os.path.join(os.path.dirname(__file__), os.pardir, os.pardir))
os.chdir(new_home)
sys.path.append(new_home)
from Utils import init_logging, local_path
local_path.cached_path = new_home
from BaseClasses import MultiWorld, CollectionState, Location
from worlds import AutoWorld
from worlds.AutoWorld import call_all
init_logging("Benchmark Runner")
logger = logging.getLogger("Benchmark")
class BenchmarkRunner:
gen_steps: typing.Tuple[str, ...] = (
"generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
rule_iterations: int = 100_000
if sys.version_info >= (3, 9):
@staticmethod
def format_times_from_counter(counter: collections.Counter[str], top: int = 5) -> str:
return "\n".join(f" {time:.4f} in {name}" for name, time in counter.most_common(top))
else:
@staticmethod
def format_times_from_counter(counter: collections.Counter, top: int = 5) -> str:
return "\n".join(f" {time:.4f} in {name}" for name, time in counter.most_common(top))
def location_test(self, test_location: Location, state: CollectionState, state_name: str) -> float:
with TimeIt(f"{test_location.game} {self.rule_iterations} "
f"runs of {test_location}.access_rule({state_name})", logger) as t:
for _ in range(self.rule_iterations):
test_location.access_rule(state)
# if time is taken to disentangle complex ref chains,
# this time should be attributed to the rule.
gc.collect()
return t.dif
def main(self):
for game in sorted(AutoWorld.AutoWorldRegister.world_types):
summary_data: typing.Dict[str, collections.Counter[str]] = {
"empty_state": collections.Counter(),
"all_state": collections.Counter(),
}
try:
multiworld = MultiWorld(1)
multiworld.game[1] = game
multiworld.player_name = {1: "Tester"}
multiworld.set_seed(0)
multiworld.state = CollectionState(multiworld)
args = argparse.Namespace()
for name, option in AutoWorld.AutoWorldRegister.world_types[game].options_dataclass.type_hints.items():
setattr(args, name, {
1: option.from_any(getattr(option, "default"))
})
multiworld.set_options(args)
gc.collect()
for step in self.gen_steps:
with TimeIt(f"{game} step {step}", logger):
call_all(multiworld, step)
gc.collect()
locations = sorted(multiworld.get_unfilled_locations())
if not locations:
continue
all_state = multiworld.get_all_state(False)
for location in locations:
time_taken = self.location_test(location, multiworld.state, "empty_state")
summary_data["empty_state"][location.name] = time_taken
time_taken = self.location_test(location, all_state, "all_state")
summary_data["all_state"][location.name] = time_taken
total_empty_state = sum(summary_data["empty_state"].values())
total_all_state = sum(summary_data["all_state"].values())
logger.info(f"{game} took {total_empty_state/len(locations):.4f} "
f"seconds per location in empty_state and {total_all_state/len(locations):.4f} "
f"in all_state. (all times summed for {self.rule_iterations} runs.)")
logger.info(f"Top times in empty_state:\n"
f"{self.format_times_from_counter(summary_data['empty_state'])}")
logger.info(f"Top times in all_state:\n"
f"{self.format_times_from_counter(summary_data['all_state'])}")
except Exception as e:
logger.exception(e)
runner = BenchmarkRunner()
runner.main()

View File

@@ -1,6 +1,5 @@
import unittest
from worlds.AutoWorld import AutoWorldRegister, call_all
from worlds.AutoWorld import AutoWorldRegister
from . import setup_solo_multiworld
@@ -54,7 +53,7 @@ class TestBase(unittest.TestCase):
f"{game_name} Item count MUST meet or exceed the number of locations",
)
def test_items_in_datapackage(self):
def testItemsInDatapackage(self):
"""Test that any created items in the itempool are in the datapackage"""
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game=game_name):
@@ -70,20 +69,3 @@ class TestBase(unittest.TestCase):
with self.subTest("Name should be valid", game=game_name, item=name):
self.assertIn(name, valid_names,
"All item descriptions must match defined item names")
def test_itempool_not_modified(self):
"""Test that worlds don't modify the itempool after `create_items`"""
gen_steps = ("generate_early", "create_regions", "create_items")
additional_steps = ("set_rules", "generate_basic", "pre_fill")
excluded_games = ("Links Awakening DX", "Ocarina of Time", "SMZ3")
worlds_to_test = {game: world
for game, world in AutoWorldRegister.world_types.items() if game not in excluded_games}
for game_name, world_type in worlds_to_test.items():
with self.subTest("Game", game=game_name):
multiworld = setup_solo_multiworld(world_type, gen_steps)
created_items = multiworld.itempool.copy()
for step in additional_steps:
with self.subTest("step", step=step):
call_all(multiworld, step)
self.assertEqual(created_items, multiworld.itempool,
f"{game_name} modified the itempool during {step}")

View File

@@ -10,10 +10,3 @@ class TestOptions(unittest.TestCase):
for option_key, option in world_type.options_dataclass.type_hints.items():
with self.subTest(game=gamename, option=option_key):
self.assertTrue(option.__doc__)
def test_options_are_not_set_by_world(self):
"""Test that options attribute is not already set"""
for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename):
self.assertFalse(hasattr(world_type, "options"),
f"Unexpected assignment to {world_type.__name__}.options!")

View File

@@ -37,7 +37,7 @@ class TestBase(unittest.TestCase):
unreachable_regions = self.default_settings_unreachable_regions.get(game_name, set())
with self.subTest("Game", game=game_name):
world = setup_solo_multiworld(world_type)
excluded = world.worlds[1].options.exclude_locations.value
excluded = world.exclude_locations[1].value
state = world.get_all_state(False)
for location in world.get_locations():
if location.name not in excluded:

View File

@@ -1,7 +1,5 @@
import io
import unittest
import json
import yaml
class TestDocs(unittest.TestCase):
@@ -25,7 +23,7 @@ class TestDocs(unittest.TestCase):
response = self.client.post("/api/generate")
self.assertIn("No options found. Expected file attachment or json weights.", response.text)
def test_generation_queued_weights(self):
def test_generation_queued(self):
options = {
"Tester1":
{
@@ -42,19 +40,3 @@ class TestDocs(unittest.TestCase):
json_data = response.get_json()
self.assertTrue(json_data["text"].startswith("Generation of seed "))
self.assertTrue(json_data["text"].endswith(" started successfully."))
def test_generation_queued_file(self):
options = {
"game": "Archipelago",
"name": "Tester",
"Archipelago": {}
}
response = self.client.post(
"/api/generate",
data={
'file': (io.BytesIO(yaml.dump(options, encoding="utf-8")), "test.yaml")
},
)
json_data = response.get_json()
self.assertTrue(json_data["text"].startswith("Generation of seed "))
self.assertTrue(json_data["text"].endswith(" started successfully."))

View File

@@ -1,12 +1,24 @@
from .texture import FillType_Drawable, FillType_Vec, Texture
""" FillType_* is not a real kivy type - just something to fill unknown typing. """
from typing import Sequence
FillType_Vec = Sequence[int]
class FillType_Drawable:
def __init__(self, *, pos: FillType_Vec = ..., size: FillType_Vec = ...) -> None: ...
class FillType_Texture(FillType_Drawable):
pass
class FillType_Shape(FillType_Drawable):
texture: Texture
texture: FillType_Texture
def __init__(self,
*,
texture: Texture = ...,
texture: FillType_Texture = ...,
pos: FillType_Vec = ...,
size: FillType_Vec = ...) -> None: ...
@@ -23,6 +35,6 @@ class Rectangle(FillType_Shape):
def __init__(self,
*,
source: str = ...,
texture: Texture = ...,
texture: FillType_Texture = ...,
pos: FillType_Vec = ...,
size: FillType_Vec = ...) -> None: ...

View File

@@ -1,13 +0,0 @@
""" FillType_* is not a real kivy type - just something to fill unknown typing. """
from typing import Sequence
FillType_Vec = Sequence[int]
class FillType_Drawable:
def __init__(self, *, pos: FillType_Vec = ..., size: FillType_Vec = ...) -> None: ...
class Texture:
pass

View File

@@ -1,9 +0,0 @@
import io
from kivy.graphics.texture import Texture
class CoreImage:
texture: Texture
def __init__(self, data: io.BytesIO, ext: str) -> None: ...

View File

@@ -39,8 +39,7 @@ class AutoWorldRegister(type):
def __new__(mcs, name: str, bases: Tuple[type, ...], dct: Dict[str, Any]) -> AutoWorldRegister:
if "web" in dct:
assert isinstance(dct["web"], WebWorld) or isinstance(dct["web"], staticproperty), \
"WebWorld has to be instantiated."
assert isinstance(dct["web"], WebWorld), "WebWorld has to be instantiated."
# filter out any events
dct["item_name_to_id"] = {name: id for name, id in dct["item_name_to_id"].items() if id}
dct["location_name_to_id"] = {name: id for name, id in dct["location_name_to_id"].items() if id}
@@ -80,8 +79,8 @@ class AutoWorldRegister(type):
if "options_dataclass" not in dct and "option_definitions" in dct:
# TODO - switch to deprecate after a version
if __debug__:
logging.warning(f"{name} Assigned options through option_definitions which is now deprecated. "
"Please use options_dataclass instead.")
from warnings import warn
warn("Assigning options through option_definitions is now deprecated. Use options_dataclass instead.")
dct["options_dataclass"] = make_dataclass(f"{name}Options", dct["option_definitions"].items(),
bases=(PerGameCommonOptions,))
@@ -329,7 +328,7 @@ 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
Method for creating and submitting items to the itempool. Items and Regions should *not* be created and submitted
to the MultiWorld after this step. If items need to be placed during pre_fill use `get_prefill_items`.
"""
pass
@@ -485,11 +484,6 @@ class LogicMixin(metaclass=AutoLogicRegister):
pass
class staticproperty(staticmethod):
def __get__(self, *args):
return self.__func__()
def data_package_checksum(data: "GamesPackage") -> str:
"""Calculates the data package checksum for a game from a dict"""
assert "checksum" not in data, "Checksum already in data"

View File

@@ -2,7 +2,9 @@ from __future__ import annotations
from typing import Dict
from Options import Choice, Option, DefaultOnToggle, DeathLink, Range, Toggle
from Options import Choice, Option, DefaultOnToggle, DeathLink, Range, Toggle, PerGameCommonOptions
from dataclasses import dataclass
class FreeincarnateMax(Range):
@@ -224,21 +226,20 @@ class StartCastle(Choice):
default = option_yellow
adventure_option_definitions: Dict[str, type(Option)] = {
"dragon_slay_check": DragonSlayCheck,
"death_link": DeathLink,
"bat_logic": BatLogic,
"freeincarnate_max": FreeincarnateMax,
"dragon_rando_type": DragonRandoType,
"connector_multi_slot": ConnectorMultiSlot,
"yorgle_speed": YorgleStartingSpeed,
"yorgle_min_speed": YorgleMinimumSpeed,
"grundle_speed": GrundleStartingSpeed,
"grundle_min_speed": GrundleMinimumSpeed,
"rhindle_speed": RhindleStartingSpeed,
"rhindle_min_speed": RhindleMinimumSpeed,
"difficulty_switch_a": DifficultySwitchA,
"difficulty_switch_b": DifficultySwitchB,
"start_castle": StartCastle,
}
@dataclass
class AdventureOptions(PerGameCommonOptions):
dragon_slay_check: DragonSlayCheck
death_link: DeathLink
bat_logic: BatLogic
freeincarnate_max: FreeincarnateMax
dragon_rando_type: DragonRandoType
connector_multi_slot: ConnectorMultiSlot
yorgle_speed: YorgleStartingSpeed
yorgle_min_speed: YorgleMinimumSpeed
grundle_speed: GrundleStartingSpeed
grundle_min_speed: GrundleMinimumSpeed
rhindle_speed: RhindleStartingSpeed
rhindle_min_speed: RhindleMinimumSpeed
difficulty_switch_a: DifficultySwitchA
difficulty_switch_b: DifficultySwitchB
start_castle: StartCastle

View File

@@ -1,5 +1,6 @@
from BaseClasses import MultiWorld, Region, Entrance, LocationProgressType
from .Locations import location_table, LocationData, AdventureLocation, dragon_room_to_region
from Options import PerGameCommonOptions
def connect(world: MultiWorld, player: int, source: str, target: str, rule: callable = lambda state: True,
@@ -24,7 +25,7 @@ def connect(world: MultiWorld, player: int, source: str, target: str, rule: call
connect(world, player, target, source, rule, True)
def create_regions(multiworld: MultiWorld, player: int, dragon_rooms: []) -> None:
def create_regions(options: PerGameCommonOptions, multiworld: MultiWorld, player: int, dragon_rooms: []) -> None:
for name, locdata in location_table.items():
locdata.get_position(multiworld.random)
@@ -76,7 +77,7 @@ def create_regions(multiworld: MultiWorld, player: int, dragon_rooms: []) -> Non
credits_room_far_side.exits.append(Entrance(player, "CreditsFromFarSide", credits_room_far_side))
multiworld.regions.append(credits_room_far_side)
dragon_slay_check = multiworld.dragon_slay_check[player].value
dragon_slay_check = options.dragon_slay_check.value
priority_locations = determine_priority_locations(multiworld, dragon_slay_check)
for name, location_data in location_table.items():

View File

@@ -6,7 +6,8 @@ from BaseClasses import LocationProgressType
def set_rules(self) -> None:
world = self.multiworld
use_bat_logic = world.bat_logic[self.player].value == BatLogic.option_use_logic
options = self.options
use_bat_logic = options.bat_logic.value == BatLogic.option_use_logic
set_rule(world.get_entrance("YellowCastlePort", self.player),
lambda state: state.has("Yellow Key", self.player))
@@ -28,7 +29,7 @@ def set_rules(self) -> None:
lambda state: state.has("Bridge", self.player) or
state.has("Magnet", self.player))
dragon_slay_check = world.dragon_slay_check[self.player].value
dragon_slay_check = options.dragon_slay_check.value
if dragon_slay_check:
if self.difficulty_switch_b == DifficultySwitchB.option_hard_with_unlock_item:
set_rule(world.get_location("Slay Yorgle", self.player),

View File

@@ -15,7 +15,7 @@ from Options import AssembleOptions
from worlds.AutoWorld import WebWorld, World
from Fill import fill_restrictive
from worlds.generic.Rules import add_rule, set_rule
from .Options import adventure_option_definitions, DragonRandoType, DifficultySwitchA, DifficultySwitchB
from .Options import AdventureOptions, DragonRandoType, DifficultySwitchA, DifficultySwitchB
from .Rom import get_base_rom_bytes, get_base_rom_path, AdventureDeltaPatch, apply_basepatch, \
AdventureAutoCollectLocation
from .Items import item_table, ItemData, nothing_item_id, event_table, AdventureItem, standard_item_max
@@ -109,7 +109,8 @@ class AdventureWorld(World):
game: ClassVar[str] = "Adventure"
web: ClassVar[WebWorld] = AdventureWeb()
option_definitions: ClassVar[Dict[str, AssembleOptions]] = adventure_option_definitions
options = AdventureOptions
options_dataclass = AdventureOptions
settings: ClassVar[AdventureSettings]
item_name_to_id: ClassVar[Dict[str, int]] = {name: data.id for name, data in item_table.items()}
location_name_to_id: ClassVar[Dict[str, int]] = {name: data.location_id for name, data in location_table.items()}
@@ -150,18 +151,18 @@ class AdventureWorld(World):
bytearray(f"ADVENTURE{__version__.replace('.', '')[:3]}_{self.player}_{self.multiworld.seed}", "utf8")[:21]
self.rom_name.extend([0] * (21 - len(self.rom_name)))
self.dragon_rando_type = self.multiworld.dragon_rando_type[self.player].value
self.dragon_slay_check = self.multiworld.dragon_slay_check[self.player].value
self.connector_multi_slot = self.multiworld.connector_multi_slot[self.player].value
self.yorgle_speed = self.multiworld.yorgle_speed[self.player].value
self.yorgle_min_speed = self.multiworld.yorgle_min_speed[self.player].value
self.grundle_speed = self.multiworld.grundle_speed[self.player].value
self.grundle_min_speed = self.multiworld.grundle_min_speed[self.player].value
self.rhindle_speed = self.multiworld.rhindle_speed[self.player].value
self.rhindle_min_speed = self.multiworld.rhindle_min_speed[self.player].value
self.difficulty_switch_a = self.multiworld.difficulty_switch_a[self.player].value
self.difficulty_switch_b = self.multiworld.difficulty_switch_b[self.player].value
self.start_castle = self.multiworld.start_castle[self.player].value
self.dragon_rando_type = self.options.dragon_rando_type.value
self.dragon_slay_check = self.options.dragon_slay_check.value
self.connector_multi_slot = self.options.connector_multi_slot.value
self.yorgle_speed = self.options.yorgle_speed.value
self.yorgle_min_speed = self.options.yorgle_min_speed.value
self.grundle_speed = self.options.grundle_speed.value
self.grundle_min_speed = self.options.grundle_min_speed.value
self.rhindle_speed = self.options.rhindle_speed.value
self.rhindle_min_speed = self.options.rhindle_min_speed.value
self.difficulty_switch_a = self.options.difficulty_switch_a.value
self.difficulty_switch_b = self.options.difficulty_switch_b.value
self.start_castle = self.options.start_castle.value
self.created_items = 0
if self.dragon_slay_check == 0:
@@ -228,7 +229,7 @@ class AdventureWorld(World):
extra_filler_count = num_locations - self.created_items
# traps would probably go here, if enabled
freeincarnate_max = self.multiworld.freeincarnate_max[self.player].value
freeincarnate_max = self.options.freeincarnate_max.value
actual_freeincarnates = min(extra_filler_count, freeincarnate_max)
self.multiworld.itempool += [self.create_item("Freeincarnate") for _ in range(actual_freeincarnates)]
self.created_items += actual_freeincarnates
@@ -248,7 +249,7 @@ class AdventureWorld(World):
self.created_items += 1
def create_regions(self) -> None:
create_regions(self.multiworld, self.player, self.dragon_rooms)
create_regions(self.options, self.multiworld, self.player, self.dragon_rooms)
set_rules = set_rules
@@ -355,7 +356,7 @@ class AdventureWorld(World):
auto_collect_locations: [AdventureAutoCollectLocation] = []
local_item_to_location: {int, int} = {}
bat_no_touch_locs: [LocationData] = []
bat_logic: int = self.multiworld.bat_logic[self.player].value
bat_logic: int = self.options.bat_logic.value
try:
rom_deltas: { int, int } = {}
self.place_dragons(rom_deltas)
@@ -411,7 +412,7 @@ class AdventureWorld(World):
item_position_data_start = get_item_position_data_start(unplaced_item.table_index)
rom_deltas[item_position_data_start] = 0xff
if self.multiworld.connector_multi_slot[self.player].value:
if self.options.connector_multi_slot.value:
rom_deltas[connector_port_offset] = (self.player & 0xff)
else:
rom_deltas[connector_port_offset] = 0

View File

@@ -10,7 +10,8 @@ As we are using BizHawk, this guide is only applicable to Windows and Linux syst
- Version 2.3.1 and later are supported. Version 2.7 is recommended for stability.
- Detailed installation instructions for BizHawk can be found at the above link.
- Windows users must run the prereq installer first, which can also be found at the above link.
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases).
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
(select `Adventure Client` during installation).
- An Adventure NTSC ROM file. The Archipelago community cannot provide these.
## Configuring BizHawk

View File

@@ -26,13 +26,6 @@ class ALttPLocation(Location):
self.player_address = player_address
self._hint_text = hint_text
@property
def hint_text(self) -> str:
hint_text = getattr(self, "_hint_text", None)
if hint_text:
return hint_text
return "at " + self.name.replace("_", " ").replace("-", " ")
class ALttPItem(Item):
game: str = "A Link to the Past"

View File

@@ -2,7 +2,8 @@
## Required Software
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for
`SNI Client - A Link to the Past Patch Setup`
- [SNI](https://github.com/alttpo/sni/releases). This is automatically included with your Archipelago installation above.
- SNI is not compatible with (Q)Usb2Snes.
- Hardware or software capable of loading and playing SNES ROM files
@@ -17,12 +18,11 @@ but it is not supported.**
## Installation Procedures
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
file is located in the assets section at the bottom of the version information.**
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
This is your Japanese Link to the Past ROM file. This only needs to be done once.
1. Download and install SNIClient from the link above, making sure to install the most recent version.
**The installer file is located in the assets section at the bottom of the version information**.
- During setup, you will be asked to locate your base ROM file. This is your Japanese Link to the Past ROM file.
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
2. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
files.
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
2. Right-click on a ROM file and select **Open with...**

View File

@@ -7,25 +7,16 @@ from ..AutoWorld import WebWorld, World
class Bk_SudokuWebWorld(WebWorld):
options_page = "games/Sudoku/info/en"
theme = 'partyTime'
setup_en = Tutorial(
tutorial_name='Setup Guide',
description='A guide to playing BK Sudoku',
language='English',
file_name='setup_en.md',
link='setup/en',
authors=['Jarno']
)
setup_de = Tutorial(
tutorial_name='Setup Anleitung',
description='Eine Anleitung um BK-Sudoku zu spielen',
language='Deutsch',
file_name='setup_de.md',
link='setup/de',
authors=['Held_der_Zeit']
)
tutorials = [setup_en, setup_de]
tutorials = [
Tutorial(
tutorial_name='Setup Guide',
description='A guide to playing BK Sudoku',
language='English',
file_name='setup_en.md',
link='setup/en',
authors=['Jarno']
)
]
class Bk_SudokuWorld(World):

View File

@@ -1,21 +0,0 @@
# BK-Sudoku
## Was ist das für ein Spiel?
BK-Sudoku ist kein typisches Archipelago-Spiel; stattdessen ist es ein gewöhnlicher Sudoku-Client der sich zu jeder
beliebigen Multiworld verbinden kann. Einmal verbunden kannst du ein 9x9 Sudoku spielen um einen zufälligen Hinweis
für dein Spiel zu erhalten. Es ist zwar langsam, aber es gibt dir etwas zu tun, solltest du mal nicht in der Lage sein
weitere „Checks” zu erreichen.
(Wer mag kann auch einfach so Sudoku spielen. Man muss nicht mit einer Multiworld verbunden sein, um ein Sudoku zu
spielen/generieren.)
## Wie werden Hinweise freigeschalten?
Nach dem Lösen eines Sudokus wird für den verbundenen Slot ein zufällig ausgewählter Hinweis freigegeben, für einen
Gegenstand der noch nicht gefunden wurde.
## Wo ist die Seite für die Einstellungen?
Es gibt keine Seite für die Einstellungen. Dieses Spiel kann nicht in deinen YAML-Dateien benutzt werden. Stattdessen
kann sich der Client mit einem beliebigen Slot einer Multiworld verbinden. In dem Client selbst kann aber der
Schwierigkeitsgrad des Sudoku ausgewählt werden.

View File

@@ -1,27 +0,0 @@
# BK-Sudoku Setup Anleitung
## Benötigte Software
- [Bk-Sudoku](https://github.com/Jarno458/sudoku)
- Windows 8 oder höher
## Generelles Konzept
Dies ist ein Client, der sich mit jedem beliebigen Slot einer Multiworld verbinden kann. Er lässt dich ein (9x9) Sudoku
spielen, um zufällige Hinweise für den verbundenen Slot freizuschalten.
Aufgrund des Fakts, dass der Sudoku-Client sich zu jedem beliebigen Slot verbinden kann, ist es daher nicht notwendig
eine YAML für dieses Spiel zu generieren, da es keinen neuen Slot zur Multiworld-Session hinzufügt.
## Installationsprozess
Gehe zu der aktuellsten (latest) Veröffentlichung der [BK-Sudoku Releases](https://github.com/Jarno458/sudoku/releases).
Downloade und extrahiere/entpacke die `Bk_Sudoku.zip`-Datei.
## Verbinden mit einer Multiworld
1. Starte `Bk_Sudoku.exe`
2. Trage den Namen des Slots ein, mit dem du dich verbinden möchtest
3. Trage die Server-URL und den Port ein
4. Drücke auf Verbinden (connect)
5. Wähle deinen Schwierigkeitsgrad
6. Versuche das Sudoku zu Lösen

View File

@@ -1,4 +1,5 @@
from Options import Choice, Toggle, DefaultOnToggle, DeathLink, StartInventoryPool
from Options import Choice, Toggle, DefaultOnToggle, DeathLink, StartInventoryPool, PerGameCommonOptions
from dataclasses import dataclass
import random
@@ -163,26 +164,26 @@ class BlasphemousDeathLink(DeathLink):
Note that Guilt Fragments will not appear when killed by Death Link."""
blasphemous_options = {
"prie_dieu_warp": PrieDieuWarp,
"skip_cutscenes": SkipCutscenes,
"corpse_hints": CorpseHints,
"difficulty": Difficulty,
"penitence": Penitence,
"starting_location": StartingLocation,
"ending": Ending,
"skip_long_quests": SkipLongQuests,
"thorn_shuffle" : ThornShuffle,
"dash_shuffle": DashShuffle,
"wall_climb_shuffle": WallClimbShuffle,
"reliquary_shuffle": ReliquaryShuffle,
"boots_of_pleading": CustomItem1,
"purified_hand": CustomItem2,
"start_wheel": StartWheel,
"skill_randomizer": SkillRando,
"enemy_randomizer": EnemyRando,
"enemy_groups": EnemyGroups,
"enemy_scaling": EnemyScaling,
"death_link": BlasphemousDeathLink,
"start_inventory": StartInventoryPool
}
@dataclass
class BlasphemousOptions(PerGameCommonOptions):
prie_dieu_warp: PrieDieuWarp
skip_cutscenes: SkipCutscenes
corpse_hints: CorpseHints
difficulty: Difficulty
penitence: Penitence
starting_location: StartingLocation
ending: Ending
skip_long_quests: SkipLongQuests
thorn_shuffle : ThornShuffle
dash_shuffle: DashShuffle
wall_climb_shuffle: WallClimbShuffle
reliquary_shuffle: ReliquaryShuffle
boots_of_pleading: CustomItem1
purified_hand: CustomItem2
start_wheel: StartWheel
skill_randomizer: SkillRando
enemy_randomizer: EnemyRando
enemy_groups: EnemyGroups
enemy_scaling: EnemyScaling
death_link: BlasphemousDeathLink
start_inventory: StartInventoryPool

View File

@@ -497,8 +497,9 @@ def chalice_rooms(state: CollectionState, player: int, number: int) -> bool:
def rules(blasphemousworld):
world = blasphemousworld.multiworld
player = blasphemousworld.player
logic = world.difficulty[player].value
enemy = world.enemy_randomizer[player].value
options = blasphemousworld.options
logic = options.difficulty.value
enemy = options.enemy_randomizer.value
# D01Z01S01 (The Holy Line)
@@ -2488,7 +2489,7 @@ def rules(blasphemousworld):
# D04Z02S01 (Mother of Mothers)
# Items
if world.purified_hand[player]:
if options.purified_hand:
set_rule(world.get_location("MoM: Western room ledge", player),
lambda state: (
state.has("D04Z02S01[N]", player)
@@ -4093,7 +4094,7 @@ def rules(blasphemousworld):
# D17Z01S04 (Brotherhood of the Silent Sorrow)
# Items
if world.boots_of_pleading[player]:
if options.boots_of_pleading:
set_rule(world.get_location("BotSS: 2nd meeting with Redento", player),
lambda state: redento(state, blasphemousworld, player, 2))
# Doors

View File

@@ -7,7 +7,7 @@ from .Locations import location_table
from .Rooms import room_table, door_table
from .Rules import rules
from worlds.generic.Rules import set_rule, add_rule
from .Options import blasphemous_options
from .Options import BlasphemousOptions
from .Vanilla import unrandomized_dict, junk_locations, thorn_set, skill_dict
@@ -39,7 +39,8 @@ class BlasphemousWorld(World):
location_name_to_game_id = {loc["name"]: loc["game_id"] for loc in location_table}
item_name_groups = group_table
option_definitions = blasphemous_options
options = BlasphemousOptions
options_dataclass = BlasphemousOptions
required_client_version = (0, 4, 2)
@@ -73,60 +74,61 @@ class BlasphemousWorld(World):
def generate_early(self):
options = self.options
world = self.multiworld
player = self.player
if not world.starting_location[player].randomized:
if world.starting_location[player].value == 6 and world.difficulty[player].value < 2:
raise Exception(f"[Blasphemous - '{world.get_player_name(player)}'] {world.starting_location[player]}"
if not options.starting_location.randomized:
if options.starting_location.value == 6 and options.difficulty.value < 2:
raise Exception(f"[Blasphemous - '{world.get_player_name(player)}'] {options.starting_location}"
" cannot be chosen if Difficulty is lower than Hard.")
if (world.starting_location[player].value == 0 or world.starting_location[player].value == 6) \
and world.dash_shuffle[player]:
raise Exception(f"[Blasphemous - '{world.get_player_name(player)}'] {world.starting_location[player]}"
if (options.starting_location.value == 0 or options.starting_location.value == 6) \
and options.dash_shuffle:
raise Exception(f"[Blasphemous - '{world.get_player_name(player)}'] {options.starting_location}"
" cannot be chosen if Shuffle Dash is enabled.")
if world.starting_location[player].value == 3 and world.wall_climb_shuffle[player]:
raise Exception(f"[Blasphemous - '{world.get_player_name(player)}'] {world.starting_location[player]}"
if options.starting_location.value == 3 and options.wall_climb_shuffle:
raise Exception(f"[Blasphemous - '{world.get_player_name(player)}'] {options.starting_location}"
" cannot be chosen if Shuffle Wall Climb is enabled.")
else:
locations: List[int] = [ 0, 1, 2, 3, 4, 5, 6 ]
invalid: bool = False
if world.difficulty[player].value < 2:
if options.difficulty.value < 2:
locations.remove(6)
if world.dash_shuffle[player]:
if options.dash_shuffle:
locations.remove(0)
if 6 in locations:
locations.remove(6)
if world.wall_climb_shuffle[player]:
if options.wall_climb_shuffle:
locations.remove(3)
if world.starting_location[player].value == 6 and world.difficulty[player].value < 2:
if options.starting_location.value == 6 and options.difficulty.value < 2:
invalid = True
if (world.starting_location[player].value == 0 or world.starting_location[player].value == 6) \
and world.dash_shuffle[player]:
if (options.starting_location.value == 0 or options.starting_location.value == 6) \
and options.dash_shuffle:
invalid = True
if world.starting_location[player].value == 3 and world.wall_climb_shuffle[player]:
if options.starting_location.value == 3 and options.wall_climb_shuffle:
invalid = True
if invalid:
world.starting_location[player].value = world.random.choice(locations)
options.starting_location.value = world.random.choice(locations)
if not world.dash_shuffle[player]:
if not options.dash_shuffle:
world.push_precollected(self.create_item("Dash Ability"))
if not world.wall_climb_shuffle[player]:
if not options.wall_climb_shuffle:
world.push_precollected(self.create_item("Wall Climb Ability"))
if world.skip_long_quests[player]:
if options.skip_long_quests:
for loc in junk_locations:
world.exclude_locations[player].value.add(loc)
options.exclude_locations.value.add(loc)
start_rooms: Dict[int, str] = {
0: "D17Z01S01",
@@ -138,12 +140,12 @@ class BlasphemousWorld(World):
6: "D20Z02S09"
}
self.start_room = start_rooms[world.starting_location[player].value]
self.start_room = start_rooms[options.starting_location.value]
def create_items(self):
options = self.options
world = self.multiworld
player = self.player
removed: int = 0
to_remove: List[str] = [
@@ -157,46 +159,46 @@ class BlasphemousWorld(World):
skipped_items = []
junk: int = 0
for item, count in world.start_inventory[player].value.items():
for item, count in options.start_inventory.value.items():
for _ in range(count):
skipped_items.append(item)
junk += 1
skipped_items.extend(unrandomized_dict.values())
if world.thorn_shuffle[player] == 2:
if options.thorn_shuffle == 2:
for i in range(8):
skipped_items.append("Thorn Upgrade")
if world.dash_shuffle[player]:
if options.dash_shuffle:
skipped_items.append(to_remove[removed])
removed += 1
elif not world.dash_shuffle[player]:
elif not options.dash_shuffle:
skipped_items.append("Dash Ability")
if world.wall_climb_shuffle[player]:
if options.wall_climb_shuffle:
skipped_items.append(to_remove[removed])
removed += 1
elif not world.wall_climb_shuffle[player]:
elif not options.wall_climb_shuffle:
skipped_items.append("Wall Climb Ability")
if not world.reliquary_shuffle[player]:
if not options.reliquary_shuffle:
skipped_items.extend(reliquary_set)
elif world.reliquary_shuffle[player]:
elif options.reliquary_shuffle:
for i in range(3):
skipped_items.append(to_remove[removed])
removed += 1
if not world.boots_of_pleading[player]:
if not options.boots_of_pleading:
skipped_items.append("Boots of Pleading")
if not world.purified_hand[player]:
if not options.purified_hand:
skipped_items.append("Purified Hand of the Nun")
if world.start_wheel[player]:
if options.start_wheel:
skipped_items.append("The Young Mason's Wheel")
if not world.skill_randomizer[player]:
if not options.skill_randomizer:
skipped_items.extend(skill_dict.values())
counter = Counter(skipped_items)
@@ -219,23 +221,24 @@ class BlasphemousWorld(World):
def pre_fill(self):
options = self.options
world = self.multiworld
player = self.player
self.place_items_from_dict(unrandomized_dict)
if world.thorn_shuffle[player] == 2:
if options.thorn_shuffle == 2:
self.place_items_from_set(thorn_set, "Thorn Upgrade")
if world.start_wheel[player]:
if options.start_wheel:
world.get_location("Beginning gift", player)\
.place_locked_item(self.create_item("The Young Mason's Wheel"))
if not world.skill_randomizer[player]:
if not options.skill_randomizer:
self.place_items_from_dict(skill_dict)
if world.thorn_shuffle[player] == 1:
world.local_items[player].value.add("Thorn Upgrade")
if options.thorn_shuffle == 1:
options.local_items.value.add("Thorn Upgrade")
def place_items_from_set(self, location_set: Set[str], name: str):
@@ -251,6 +254,7 @@ class BlasphemousWorld(World):
def create_regions(self) -> None:
options = self.options
player = self.player
world = self.multiworld
@@ -282,9 +286,9 @@ class BlasphemousWorld(World):
})
for index, loc in enumerate(location_table):
if not world.boots_of_pleading[player] and loc["name"] == "BotSS: 2nd meeting with Redento":
if not options.boots_of_pleading and loc["name"] == "BotSS: 2nd meeting with Redento":
continue
if not world.purified_hand[player] and loc["name"] == "MoM: Western room ledge":
if not options.purified_hand and loc["name"] == "MoM: Western room ledge":
continue
region: Region = world.get_region(loc["room"], player)
@@ -310,9 +314,9 @@ class BlasphemousWorld(World):
victory.place_locked_item(self.create_event("Victory"))
world.get_region("D07Z01S03", player).locations.append(victory)
if world.ending[self.player].value == 1:
if options.ending.value == 1:
set_rule(victory, lambda state: state.has("Thorn Upgrade", player, 8))
elif world.ending[self.player].value == 2:
elif options.ending.value == 2:
set_rule(victory, lambda state: state.has("Thorn Upgrade", player, 8) and
state.has("Holy Wound of Abnegation", player))
@@ -332,11 +336,12 @@ class BlasphemousWorld(World):
locations = []
doors: Dict[str, str] = {}
options = self.options
world = self.multiworld
player = self.player
thorns: bool = True
if world.thorn_shuffle[player].value == 2:
if options.thorn_shuffle.value == 2:
thorns = False
for loc in world.get_filled_locations(player):
@@ -354,28 +359,28 @@ class BlasphemousWorld(World):
locations.append(data)
config = {
"LogicDifficulty": world.difficulty[player].value,
"StartingLocation": world.starting_location[player].value,
"LogicDifficulty": options.difficulty.value,
"StartingLocation": options.starting_location.value,
"VersionCreated": "AP",
"UnlockTeleportation": bool(world.prie_dieu_warp[player].value),
"AllowHints": bool(world.corpse_hints[player].value),
"AllowPenitence": bool(world.penitence[player].value),
"UnlockTeleportation": bool(options.prie_dieu_warp.value),
"AllowHints": bool(options.corpse_hints.value),
"AllowPenitence": bool(options.penitence.value),
"ShuffleReliquaries": bool(world.reliquary_shuffle[player].value),
"ShuffleBootsOfPleading": bool(world.boots_of_pleading[player].value),
"ShufflePurifiedHand": bool(world.purified_hand[player].value),
"ShuffleDash": bool(world.dash_shuffle[player].value),
"ShuffleWallClimb": bool(world.wall_climb_shuffle[player].value),
"ShuffleReliquaries": bool(options.reliquary_shuffle.value),
"ShuffleBootsOfPleading": bool(options.boots_of_pleading.value),
"ShufflePurifiedHand": bool(options.purified_hand.value),
"ShuffleDash": bool(options.dash_shuffle.value),
"ShuffleWallClimb": bool(options.wall_climb_shuffle.value),
"ShuffleSwordSkills": bool(world.skill_randomizer[player].value),
"ShuffleSwordSkills": bool(options.skill_randomizer.value),
"ShuffleThorns": thorns,
"JunkLongQuests": bool(world.skip_long_quests[player].value),
"StartWithWheel": bool(world.start_wheel[player].value),
"JunkLongQuests": bool(options.skip_long_quests.value),
"StartWithWheel": bool(options.start_wheel.value),
"EnemyShuffleType": world.enemy_randomizer[player].value,
"MaintainClass": bool(world.enemy_groups[player].value),
"AreaScaling": bool(world.enemy_scaling[player].value),
"EnemyShuffleType": options.enemy_randomizer.value,
"MaintainClass": bool(options.enemy_groups.value),
"AreaScaling": bool(options.enemy_scaling.value),
"BossShuffleType": 0,
"DoorShuffleType": 0
@@ -385,8 +390,8 @@ class BlasphemousWorld(World):
"locations": locations,
"doors": doors,
"cfg": config,
"ending": world.ending[self.player].value,
"death_link": bool(world.death_link[self.player].value)
"ending": options.ending.value,
"death_link": bool(options.death_link.value)
}
return slot_data

View File

@@ -4,7 +4,8 @@
# https://opensource.org/licenses/MIT
import typing
from Options import Option, Range
from Options import Option, Range, PerGameCommonOptions
from dataclasses import dataclass
class TaskAdvances(Range):
@@ -69,12 +70,12 @@ class KillerTrapWeight(Range):
default = 0
bumpstik_options: typing.Dict[str, type(Option)] = {
"task_advances": TaskAdvances,
"turners": Turners,
"paint_cans": PaintCans,
"trap_count": Traps,
"rainbow_trap_weight": RainbowTrapWeight,
"spinner_trap_weight": SpinnerTrapWeight,
"killer_trap_weight": KillerTrapWeight
}
@dataclass
class BumpStikOptions(PerGameCommonOptions):
task_advances: TaskAdvances
turners: Turners
paint_cans: PaintCans
trap_count: Traps
rainbow_trap_weight: RainbowTrapWeight
spinner_trap_weight: SpinnerTrapWeight
killer_trap_weight: KillerTrapWeight

View File

@@ -43,7 +43,8 @@ class BumpStikWorld(World):
required_client_version = (0, 3, 8)
option_definitions = bumpstik_options
options = BumpStikOptions
options_dataclass = BumpStikOptions
def __init__(self, world: MultiWorld, player: int):
super(BumpStikWorld, self).__init__(world, player)
@@ -86,13 +87,13 @@ class BumpStikWorld(World):
return "Nothing"
def generate_early(self):
self.task_advances = self.multiworld.task_advances[self.player].value
self.turners = self.multiworld.turners[self.player].value
self.paint_cans = self.multiworld.paint_cans[self.player].value
self.traps = self.multiworld.trap_count[self.player].value
self.rainbow_trap_weight = self.multiworld.rainbow_trap_weight[self.player].value
self.spinner_trap_weight = self.multiworld.spinner_trap_weight[self.player].value
self.killer_trap_weight = self.multiworld.killer_trap_weight[self.player].value
self.task_advances = self.options.task_advances.value
self.turners = self.options.turners.value
self.paint_cans = self.options.paint_cans.value
self.traps = self.options.trap_count.value
self.rainbow_trap_weight = self.options.rainbow_trap_weight.value
self.spinner_trap_weight = self.options.spinner_trap_weight.value
self.killer_trap_weight = self.options.killer_trap_weight.value
def create_regions(self):
create_regions(self.multiworld, self.player)

View File

@@ -1,6 +1,7 @@
import typing
from Options import Option
from Options import Option, PerGameCommonOptions
from dataclasses import dataclass
checksfinder_options: typing.Dict[str, type(Option)] = {
}
@dataclass
class ChecksFinderOptions(PerGameCommonOptions):
pass

View File

@@ -1,9 +1,10 @@
from BaseClasses import Region, Entrance, Item, Tutorial, ItemClassification
from .Items import ChecksFinderItem, item_table, required_items
from .Locations import ChecksFinderAdvancement, advancement_table, exclusion_table
from .Options import checksfinder_options
from .Options import ChecksFinderOptions
from .Rules import set_rules, set_completion_rules
from ..AutoWorld import World, WebWorld
from dataclasses import fields
client_version = 7
@@ -26,7 +27,8 @@ class ChecksFinderWorld(World):
with the mines! You win when you get all your items and beat the board!
"""
game: str = "ChecksFinder"
option_definitions = checksfinder_options
options = ChecksFinderOptions
options_dataclass = ChecksFinderOptions
topology_present = True
web = ChecksFinderWeb()
@@ -79,8 +81,8 @@ class ChecksFinderWorld(World):
def fill_slot_data(self):
slot_data = self._get_checksfinder_data()
for option_name in checksfinder_options:
option = getattr(self.multiworld, option_name)[self.player]
for option_name in [field.name for field in fields(ChecksFinderOptions)]:
option = getattr(self.options, option_name)
if slot_data.get(option_name, None) is None and type(option.value) in {str, int}:
slot_data[option_name] = int(option.value)
return slot_data

View File

@@ -5,6 +5,7 @@
- ChecksFinder from
the [Github releases Page for the game](https://github.com/jonloveslegos/ChecksFinder/releases) (latest version)
- Archipelago from the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
- (select `ChecksFinder Client` during installation.)
## Configuring your YAML file

View File

@@ -1,6 +1,7 @@
from typing import Callable, Dict, NamedTuple, Optional
from BaseClasses import Item, ItemClassification, MultiWorld
from BaseClasses import Item, ItemClassification
from .Options import CliqueOptions
class CliqueItem(Item):
@@ -10,7 +11,7 @@ class CliqueItem(Item):
class CliqueItemData(NamedTuple):
code: Optional[int] = None
type: ItemClassification = ItemClassification.filler
can_create: Callable[[MultiWorld, int], bool] = lambda multiworld, player: True
can_create: Callable[[CliqueOptions], bool] = lambda options: True
item_data_table: Dict[str, CliqueItemData] = {
@@ -21,11 +22,11 @@ item_data_table: Dict[str, CliqueItemData] = {
"Button Activation": CliqueItemData(
code=69696968,
type=ItemClassification.progression,
can_create=lambda multiworld, player: bool(getattr(multiworld, "hard_mode")[player]),
can_create=lambda options: bool(getattr(options, "hard_mode")),
),
"A Cool Filler Item (No Satisfaction Guaranteed)": CliqueItemData(
code=69696967,
can_create=lambda multiworld, player: False # Only created from `get_filler_item_name`.
can_create=lambda options: False # Only created from `get_filler_item_name`.
),
"The Urge to Push": CliqueItemData(
type=ItemClassification.progression,

View File

@@ -1,6 +1,8 @@
from typing import Callable, Dict, NamedTuple, Optional
from BaseClasses import Location, MultiWorld
from BaseClasses import Location
from .Options import CliqueOptions
class CliqueLocation(Location):
@@ -10,7 +12,7 @@ class CliqueLocation(Location):
class CliqueLocationData(NamedTuple):
region: str
address: Optional[int] = None
can_create: Callable[[MultiWorld, int], bool] = lambda multiworld, player: True
can_create: Callable[[CliqueOptions], bool] = lambda options: True
locked_item: Optional[str] = None
@@ -22,7 +24,7 @@ location_data_table: Dict[str, CliqueLocationData] = {
"The Item on the Desk": CliqueLocationData(
region="The Button Realm",
address=69696968,
can_create=lambda multiworld, player: bool(getattr(multiworld, "hard_mode")[player]),
can_create=lambda options: bool(getattr(options, "hard_mode")),
),
"In the Player's Mind": CliqueLocationData(
region="The Button Realm",

View File

@@ -1,6 +1,7 @@
from typing import Dict
from Options import Choice, Option, Toggle
from Options import Choice, Option, Toggle, PerGameCommonOptions
from dataclasses import dataclass
class HardMode(Toggle):
@@ -25,10 +26,12 @@ class ButtonColor(Choice):
option_black = 11
clique_options: Dict[str, type(Option)] = {
"color": ButtonColor,
"hard_mode": HardMode,
@dataclass
class CliqueOptions(PerGameCommonOptions):
color: ButtonColor
hard_mode: HardMode
# DeathLink is always on. Always.
# "death_link": DeathLink,
}
# death_link: DeathLink

View File

@@ -1,10 +1,11 @@
from typing import Callable
from BaseClasses import CollectionState, MultiWorld
from BaseClasses import CollectionState
from .Options import CliqueOptions
def get_button_rule(multiworld: MultiWorld, player: int) -> Callable[[CollectionState], bool]:
if getattr(multiworld, "hard_mode")[player]:
def get_button_rule(options: CliqueOptions, player: int) -> Callable[[CollectionState], bool]:
if getattr(options, "hard_mode"):
return lambda state: state.has("Button Activation", player)
return lambda state: True

View File

@@ -4,33 +4,23 @@ from BaseClasses import Region, Tutorial
from worlds.AutoWorld import WebWorld, World
from .Items import CliqueItem, item_data_table, item_table
from .Locations import CliqueLocation, location_data_table, location_table, locked_locations
from .Options import clique_options
from .Options import CliqueOptions
from .Regions import region_data_table
from .Rules import get_button_rule
class CliqueWebWorld(WebWorld):
theme = "partyTime"
setup_en = Tutorial(
tutorial_name="Start Guide",
description="A guide to playing Clique.",
language="English",
file_name="guide_en.md",
link="guide/en",
authors=["Phar"]
)
setup_de = Tutorial(
tutorial_name="Anleitung zum Anfangen",
description="Eine Anleitung um Clique zu spielen.",
language="Deutsch",
file_name="guide_de.md",
link="guide/de",
authors=["Held_der_Zeit"]
)
tutorials = [setup_en, setup_de]
tutorials = [
Tutorial(
tutorial_name="Start Guide",
description="A guide to playing Clique.",
language="English",
file_name="guide_en.md",
link="guide/en",
authors=["Phar"]
)
]
class CliqueWorld(World):
@@ -39,7 +29,8 @@ class CliqueWorld(World):
game = "Clique"
data_version = 3
web = CliqueWebWorld()
option_definitions = clique_options
options = CliqueOptions
options_dataclass = CliqueOptions
location_name_to_id = location_table
item_name_to_id = item_table
@@ -49,7 +40,7 @@ class CliqueWorld(World):
def create_items(self) -> None:
item_pool: List[CliqueItem] = []
for name, item in item_data_table.items():
if item.code and item.can_create(self.multiworld, self.player):
if item.code and item.can_create(self.options):
item_pool.append(self.create_item(name))
self.multiworld.itempool += item_pool
@@ -65,27 +56,27 @@ class CliqueWorld(World):
region = self.multiworld.get_region(region_name, self.player)
region.add_locations({
location_name: location_data.address for location_name, location_data in location_data_table.items()
if location_data.region == region_name and location_data.can_create(self.multiworld, self.player)
if location_data.region == region_name and location_data.can_create(self.options)
}, CliqueLocation)
region.add_exits(region_data_table[region_name].connecting_regions)
# Place locked locations.
for location_name, location_data in locked_locations.items():
# Ignore locations we never created.
if not location_data.can_create(self.multiworld, self.player):
if not location_data.can_create(self.options):
continue
locked_item = self.create_item(location_data_table[location_name].locked_item)
self.multiworld.get_location(location_name, self.player).place_locked_item(locked_item)
# Set priority location for the Big Red Button!
self.multiworld.priority_locations[self.player].value.add("The Big Red Button")
self.options.priority_locations.value.add("The Big Red Button")
def get_filler_item_name(self) -> str:
return "A Cool Filler Item (No Satisfaction Guaranteed)"
def set_rules(self) -> None:
button_rule = get_button_rule(self.multiworld, self.player)
button_rule = get_button_rule(self.options, self.player)
self.multiworld.get_location("The Big Red Button", self.player).access_rule = button_rule
self.multiworld.get_location("In the Player's Mind", self.player).access_rule = button_rule
@@ -98,5 +89,5 @@ class CliqueWorld(World):
def fill_slot_data(self):
return {
"color": getattr(self.multiworld, "color")[self.player].current_key
"color": getattr(self.options, "color").current_key
}

View File

@@ -1,18 +0,0 @@
# Clique
## Was ist das für ein Spiel?
~~Clique ist ein psychologisches Überlebens-Horror Spiel, in dem der Spieler der Versuchung wiederstehen muss große~~
~~(rote) Knöpfe zu drücken.~~
Clique ist ein scherzhaftes Spiel, welches für Archipelago im März 2023 entwickelt wurde, um zu zeigen, wie einfach
es sein kann eine Welt für Archipelago zu entwicklen. Das Ziel des Spiels ist es den großen (standardmäßig) roten
Knopf zu drücken. Wenn ein Spieler auf dem `hard_mode` (schwieriger Modus) spielt, muss dieser warten bis jemand
anderes in der Multiworld den Knopf aktiviert, damit er gedrückt werden kann.
Clique kann auf den meisten modernen, HTML5-fähigen Browsern gespielt werden.
## Wo ist die Seite für die Einstellungen?
Die [Seite für die Spielereinstellungen dieses Spiels](../player-options) enthält alle Optionen die man benötigt um
eine YAML-Datei zu konfigurieren und zu exportieren.

View File

@@ -1,25 +0,0 @@
# Clique Anleitung
Nachdem dein Seed generiert wurde, gehe auf die Website von [Clique dem Spiel](http://clique.pharware.com/) und gib
Server-Daten, deinen Slot-Namen und ein Passwort (falls vorhanden) ein. Klicke dann auf "Connect" (Verbinden).
Wenn du auf "Einfach" spielst, kannst du unbedenklich den Knopf drücken und deine "Befriedigung" erhalten.
Wenn du auf "Schwer" spielst, ist es sehr wahrscheinlich, dass du warten musst bevor du dein Ziel erreichen kannst.
Glücklicherweise läuft Click auf den meißten großen Browsern, die HTML5 unterstützen. Das heißt du kannst Clique auf
deinem Handy starten und produktiv sein während du wartest!
Falls du einige Ideen brauchst was du tun kannst, während du wartest bis der Knopf aktiviert wurde, versuche
(mindestens) eins der Folgenden:
- Dein Zimmer aufräumen.
- Die Wäsche machen.
- Etwas Essen von einem X-Belieben Fast Food Restaruant holen.
- Das tägliche Wordle machen.
- ~~Deine Seele an **Phar** verkaufen.~~
- Deine Hausaufgaben erledigen.
- Deine Post abholen.
~~Solltest du auf irgendwelche Probleme in diesem Spiel stoßen, solltest du keinesfalls nicht **thephar** auf~~
~~Discord kontaktieren. *zwinker* *zwinker*~~

View File

@@ -1,6 +1,7 @@
import typing
from Options import Toggle, DefaultOnToggle, Option, Range, Choice, ItemDict, DeathLink
from Options import Toggle, DefaultOnToggle, Option, Range, Choice, ItemDict, DeathLink, PerGameCommonOptions
from dataclasses import dataclass
class RandomizeWeaponLocations(DefaultOnToggle):
@@ -200,36 +201,36 @@ class EnableDLCOption(Toggle):
display_name = "Enable DLC"
dark_souls_options: typing.Dict[str, Option] = {
"enable_weapon_locations": RandomizeWeaponLocations,
"enable_shield_locations": RandomizeShieldLocations,
"enable_armor_locations": RandomizeArmorLocations,
"enable_ring_locations": RandomizeRingLocations,
"enable_spell_locations": RandomizeSpellLocations,
"enable_key_locations": RandomizeKeyLocations,
"enable_boss_locations": RandomizeBossSoulLocations,
"enable_npc_locations": RandomizeNPCLocations,
"enable_misc_locations": RandomizeMiscLocations,
"enable_health_upgrade_locations": RandomizeHealthLocations,
"enable_progressive_locations": RandomizeProgressiveLocationsOption,
"pool_type": PoolTypeOption,
"guaranteed_items": GuaranteedItemsOption,
"auto_equip": AutoEquipOption,
"lock_equip": LockEquipOption,
"no_weapon_requirements": NoWeaponRequirementsOption,
"randomize_infusion": RandomizeInfusionOption,
"randomize_infusion_percentage": RandomizeInfusionPercentageOption,
"randomize_weapon_level": RandomizeWeaponLevelOption,
"randomize_weapon_level_percentage": RandomizeWeaponLevelPercentageOption,
"min_levels_in_5": MinLevelsIn5WeaponPoolOption,
"max_levels_in_5": MaxLevelsIn5WeaponPoolOption,
"min_levels_in_10": MinLevelsIn10WeaponPoolOption,
"max_levels_in_10": MaxLevelsIn10WeaponPoolOption,
"early_banner": EarlySmallLothricBanner,
"late_basin_of_vows": LateBasinOfVowsOption,
"late_dlc": LateDLCOption,
"no_spell_requirements": NoSpellRequirementsOption,
"no_equip_load": NoEquipLoadOption,
"death_link": DeathLink,
"enable_dlc": EnableDLCOption,
}
@dataclass
class DarkSouls3Options(PerGameCommonOptions):
enable_weapon_locations: RandomizeWeaponLocations
enable_shield_locations: RandomizeShieldLocations
enable_armor_locations: RandomizeArmorLocations
enable_ring_locations: RandomizeRingLocations
enable_spell_locations: RandomizeSpellLocations
enable_key_locations: RandomizeKeyLocations
enable_boss_locations: RandomizeBossSoulLocations
enable_npc_locations: RandomizeNPCLocations
enable_misc_locations: RandomizeMiscLocations
enable_health_upgrade_locations: RandomizeHealthLocations
enable_progressive_locations: RandomizeProgressiveLocationsOption
pool_type: PoolTypeOption
guaranteed_items: GuaranteedItemsOption
auto_equip: AutoEquipOption
lock_equip: LockEquipOption
no_weapon_requirements: NoWeaponRequirementsOption
randomize_infusion: RandomizeInfusionOption
randomize_infusion_percentage: RandomizeInfusionPercentageOption
randomize_weapon_level: RandomizeWeaponLevelOption
randomize_weapon_level_percentage: RandomizeWeaponLevelPercentageOption
min_levels_in_5: MinLevelsIn5WeaponPoolOption
max_levels_in_5: MaxLevelsIn5WeaponPoolOption
min_levels_in_10: MinLevelsIn10WeaponPoolOption
max_levels_in_10: MaxLevelsIn10WeaponPoolOption
early_banner: EarlySmallLothricBanner
late_basin_of_vows: LateBasinOfVowsOption
late_dlc: LateDLCOption
no_spell_requirements: NoSpellRequirementsOption
no_equip_load: NoEquipLoadOption
death_link: DeathLink
enable_dlc: EnableDLCOption

View File

@@ -9,7 +9,7 @@ from worlds.generic.Rules import set_rule, add_rule, add_item_rule
from .Items import DarkSouls3Item, DS3ItemCategory, item_dictionary, key_item_names, item_descriptions
from .Locations import DarkSouls3Location, DS3LocationCategory, location_tables, location_dictionary
from .Options import RandomizeWeaponLevelOption, PoolTypeOption, EarlySmallLothricBanner, dark_souls_options
from .Options import RandomizeWeaponLevelOption, PoolTypeOption, EarlySmallLothricBanner, DarkSouls3Options
class DarkSouls3Web(WebWorld):
@@ -43,7 +43,8 @@ class DarkSouls3World(World):
"""
game: str = "Dark Souls III"
option_definitions = dark_souls_options
options = DarkSouls3Options
options_dataclass = DarkSouls3Options
topology_present: bool = True
web = DarkSouls3Web()
data_version = 8
@@ -72,47 +73,47 @@ class DarkSouls3World(World):
def generate_early(self):
if self.multiworld.enable_weapon_locations[self.player] == Toggle.option_true:
if self.options.enable_weapon_locations == Toggle.option_true:
self.enabled_location_categories.add(DS3LocationCategory.WEAPON)
if self.multiworld.enable_shield_locations[self.player] == Toggle.option_true:
if self.options.enable_shield_locations == Toggle.option_true:
self.enabled_location_categories.add(DS3LocationCategory.SHIELD)
if self.multiworld.enable_armor_locations[self.player] == Toggle.option_true:
if self.options.enable_armor_locations == Toggle.option_true:
self.enabled_location_categories.add(DS3LocationCategory.ARMOR)
if self.multiworld.enable_ring_locations[self.player] == Toggle.option_true:
if self.options.enable_ring_locations == Toggle.option_true:
self.enabled_location_categories.add(DS3LocationCategory.RING)
if self.multiworld.enable_spell_locations[self.player] == Toggle.option_true:
if self.options.enable_spell_locations == Toggle.option_true:
self.enabled_location_categories.add(DS3LocationCategory.SPELL)
if self.multiworld.enable_npc_locations[self.player] == Toggle.option_true:
if self.options.enable_npc_locations == Toggle.option_true:
self.enabled_location_categories.add(DS3LocationCategory.NPC)
if self.multiworld.enable_key_locations[self.player] == Toggle.option_true:
if self.options.enable_key_locations == Toggle.option_true:
self.enabled_location_categories.add(DS3LocationCategory.KEY)
if self.multiworld.early_banner[self.player] == EarlySmallLothricBanner.option_early_global:
self.multiworld.early_items[self.player]['Small Lothric Banner'] = 1
elif self.multiworld.early_banner[self.player] == EarlySmallLothricBanner.option_early_local:
self.multiworld.local_early_items[self.player]['Small Lothric Banner'] = 1
if self.multiworld.enable_boss_locations[self.player] == Toggle.option_true:
if self.options.early_banner == EarlySmallLothricBanner.option_early_global:
self.options.early_items['Small Lothric Banner'] = 1
elif self.options.early_banner == EarlySmallLothricBanner.option_early_local:
self.options.local_early_items['Small Lothric Banner'] = 1
if self.options.enable_boss_locations == Toggle.option_true:
self.enabled_location_categories.add(DS3LocationCategory.BOSS)
if self.multiworld.enable_misc_locations[self.player] == Toggle.option_true:
if self.options.enable_misc_locations == Toggle.option_true:
self.enabled_location_categories.add(DS3LocationCategory.MISC)
if self.multiworld.enable_health_upgrade_locations[self.player] == Toggle.option_true:
if self.options.enable_health_upgrade_locations == Toggle.option_true:
self.enabled_location_categories.add(DS3LocationCategory.HEALTH)
if self.multiworld.enable_progressive_locations[self.player] == Toggle.option_true:
if self.options.enable_progressive_locations == Toggle.option_true:
self.enabled_location_categories.add(DS3LocationCategory.PROGRESSIVE_ITEM)
def create_regions(self):
progressive_location_table = []
if self.multiworld.enable_progressive_locations[self.player]:
if self.options.enable_progressive_locations:
progressive_location_table = [] + \
location_tables["Progressive Items 1"] + \
location_tables["Progressive Items 2"] + \
location_tables["Progressive Items 3"] + \
location_tables["Progressive Items 4"]
if self.multiworld.enable_dlc[self.player].value:
if self.options.enable_dlc.value:
progressive_location_table += location_tables["Progressive Items DLC"]
if self.multiworld.enable_health_upgrade_locations[self.player]:
if self.options.enable_health_upgrade_locations:
progressive_location_table += location_tables["Progressive Items Health"]
# Create Vanilla Regions
@@ -146,7 +147,7 @@ class DarkSouls3World(World):
regions["Consumed King's Garden"].locations.append(potd_location)
# Create DLC Regions
if self.multiworld.enable_dlc[self.player]:
if self.options.enable_dlc:
regions.update({region_name: self.create_region(region_name, location_tables[region_name]) for region_name in [
"Painted World of Ariandel 1",
"Painted World of Ariandel 2",
@@ -192,7 +193,7 @@ class DarkSouls3World(World):
create_connection("Consumed King's Garden", "Untended Graves")
# Connect DLC Regions
if self.multiworld.enable_dlc[self.player]:
if self.options.enable_dlc:
create_connection("Cathedral of the Deep", "Painted World of Ariandel 1")
create_connection("Painted World of Ariandel 1", "Painted World of Ariandel 2")
create_connection("Painted World of Ariandel 2", "Dreg Heap")
@@ -240,7 +241,7 @@ class DarkSouls3World(World):
def create_items(self):
dlc_enabled = self.multiworld.enable_dlc[self.player] == Toggle.option_true
dlc_enabled = self.options.enable_dlc == Toggle.option_true
itempool_by_category = {category: [] for category in self.enabled_location_categories}
@@ -254,7 +255,7 @@ class DarkSouls3World(World):
itempool_by_category[location.category].append(location.default_item_name)
# Replace each item category with a random sample of items of those types
if self.multiworld.pool_type[self.player] == PoolTypeOption.option_various:
if self.options.pool_type == PoolTypeOption.option_various:
def create_random_replacement_list(item_categories: Set[DS3ItemCategory], num_items: int):
candidates = [
item.name for item
@@ -300,7 +301,7 @@ class DarkSouls3World(World):
# A list of items we can replace
removable_items = [item for item in itempool if item.classification != ItemClassification.progression]
guaranteed_items = self.multiworld.guaranteed_items[self.player].value
guaranteed_items = self.options.guaranteed_items.value
for item_name in guaranteed_items:
# Break early just in case nothing is removable (if user is trying to guarantee more
# items than the pool can hold, for example)
@@ -384,22 +385,22 @@ class DarkSouls3World(World):
state.has("Cinders of a Lord - Aldrich", self.player) and
state.has("Cinders of a Lord - Lothric Prince", self.player))
if self.multiworld.late_basin_of_vows[self.player] == Toggle.option_true:
if self.options.late_basin_of_vows == Toggle.option_true:
add_rule(self.multiworld.get_entrance("Go To Lothric Castle", self.player),
lambda state: state.has("Small Lothric Banner", self.player))
# DLC Access Rules Below
if self.multiworld.enable_dlc[self.player]:
if self.options.enable_dlc:
set_rule(self.multiworld.get_entrance("Go To Ringed City", self.player),
lambda state: state.has("Small Envoy Banner", self.player))
# If key items are randomized, must have contraption key to enter second half of Ashes DLC
# If key items are not randomized, Contraption Key is guaranteed to be accessible before it is needed
if self.multiworld.enable_key_locations[self.player] == Toggle.option_true:
if self.options.enable_key_locations == Toggle.option_true:
add_rule(self.multiworld.get_entrance("Go To Painted World of Ariandel 2", self.player),
lambda state: state.has("Contraption Key", self.player))
if self.multiworld.late_dlc[self.player] == Toggle.option_true:
if self.options.late_dlc == Toggle.option_true:
add_rule(self.multiworld.get_entrance("Go To Painted World of Ariandel 1", self.player),
lambda state: state.has("Small Doll", self.player))
@@ -407,7 +408,7 @@ class DarkSouls3World(World):
set_rule(self.multiworld.get_location("PC: Cinders of a Lord - Yhorm the Giant", self.player),
lambda state: state.has("Storm Ruler", self.player))
if self.multiworld.enable_ring_locations[self.player] == Toggle.option_true:
if self.options.enable_ring_locations == Toggle.option_true:
set_rule(self.multiworld.get_location("ID: Bellowing Dragoncrest Ring", self.player),
lambda state: state.has("Jailbreaker's Key", self.player))
set_rule(self.multiworld.get_location("ID: Covetous Gold Serpent Ring", self.player),
@@ -415,7 +416,7 @@ class DarkSouls3World(World):
set_rule(self.multiworld.get_location("UG: Hornet Ring", self.player),
lambda state: state.has("Small Lothric Banner", self.player))
if self.multiworld.enable_npc_locations[self.player] == Toggle.option_true:
if self.options.enable_npc_locations == Toggle.option_true:
set_rule(self.multiworld.get_location("HWL: Greirat's Ashes", self.player),
lambda state: state.has("Cell Key", self.player))
set_rule(self.multiworld.get_location("HWL: Blue Tearstone Ring", self.player),
@@ -431,11 +432,11 @@ class DarkSouls3World(World):
set_rule(self.multiworld.get_location("ID: Karla's Trousers", self.player),
lambda state: state.has("Jailer's Key Ring", self.player))
if self.multiworld.enable_misc_locations[self.player] == Toggle.option_true:
if self.options.enable_misc_locations == Toggle.option_true:
set_rule(self.multiworld.get_location("ID: Prisoner Chief's Ashes", self.player),
lambda state: state.has("Jailer's Key Ring", self.player))
if self.multiworld.enable_boss_locations[self.player] == Toggle.option_true:
if self.options.enable_boss_locations == Toggle.option_true:
set_rule(self.multiworld.get_location("PC: Soul of Yhorm the Giant", self.player),
lambda state: state.has("Storm Ruler", self.player))
set_rule(self.multiworld.get_location("HWL: Soul of the Dancer", self.player),
@@ -443,7 +444,7 @@ class DarkSouls3World(World):
# Lump Soul of the Dancer in with LC for locations that should not be reachable
# before having access to US. (Prevents requiring getting Basin to fight Dancer to get SLB to go to US)
if self.multiworld.late_basin_of_vows[self.player] == Toggle.option_true:
if self.options.late_basin_of_vows == Toggle.option_true:
add_rule(self.multiworld.get_location("HWL: Soul of the Dancer", self.player),
lambda state: state.has("Small Lothric Banner", self.player))
@@ -453,10 +454,10 @@ class DarkSouls3World(World):
set_rule(self.multiworld.get_location("LC: Grand Archives Key", self.player), gotthard_corpse_rule)
if self.multiworld.enable_weapon_locations[self.player] == Toggle.option_true:
if self.options.enable_weapon_locations == Toggle.option_true:
set_rule(self.multiworld.get_location("LC: Gotthard Twinswords", self.player), gotthard_corpse_rule)
self.multiworld.completion_condition[self.player] = lambda state: \
self.options.completion_condition = lambda state: \
state.has("Cinders of a Lord - Abyss Watcher", self.player) and \
state.has("Cinders of a Lord - Yhorm the Giant", self.player) and \
state.has("Cinders of a Lord - Aldrich", self.player) and \
@@ -470,13 +471,13 @@ class DarkSouls3World(World):
name_to_ds3_code = {item.name: item.ds3_code for item in item_dictionary.values()}
# Randomize some weapon upgrades
if self.multiworld.randomize_weapon_level[self.player] != RandomizeWeaponLevelOption.option_none:
if self.options.randomize_weapon_level != RandomizeWeaponLevelOption.option_none:
# if the user made an error and set a min higher than the max we default to the max
max_5 = self.multiworld.max_levels_in_5[self.player]
min_5 = min(self.multiworld.min_levels_in_5[self.player], max_5)
max_10 = self.multiworld.max_levels_in_10[self.player]
min_10 = min(self.multiworld.min_levels_in_10[self.player], max_10)
weapon_level_percentage = self.multiworld.randomize_weapon_level_percentage[self.player]
max_5 = self.options.max_levels_in_5
min_5 = min(self.options.min_levels_in_5, max_5)
max_10 = self.options.max_levels_in_10
min_10 = min(self.options.min_levels_in_10, max_10)
weapon_level_percentage = self.options.randomize_weapon_level_percentage
for item in item_dictionary.values():
if self.multiworld.per_slot_randoms[self.player].randint(0, 99) < weapon_level_percentage:
@@ -486,8 +487,8 @@ class DarkSouls3World(World):
name_to_ds3_code[item.name] += self.multiworld.per_slot_randoms[self.player].randint(min_10, max_10)
# Randomize some weapon infusions
if self.multiworld.randomize_infusion[self.player] == Toggle.option_true:
infusion_percentage = self.multiworld.randomize_infusion_percentage[self.player]
if self.options.randomize_infusion == Toggle.option_true:
infusion_percentage = self.options.randomize_infusion_percentage
for item in item_dictionary.values():
if item.category in {DS3ItemCategory.WEAPON_UPGRADE_10_INFUSIBLE, DS3ItemCategory.SHIELD_INFUSIBLE}:
if self.multiworld.per_slot_randoms[self.player].randint(0, 99) < infusion_percentage:
@@ -518,22 +519,22 @@ class DarkSouls3World(World):
slot_data = {
"options": {
"enable_weapon_locations": self.multiworld.enable_weapon_locations[self.player].value,
"enable_shield_locations": self.multiworld.enable_shield_locations[self.player].value,
"enable_armor_locations": self.multiworld.enable_armor_locations[self.player].value,
"enable_ring_locations": self.multiworld.enable_ring_locations[self.player].value,
"enable_spell_locations": self.multiworld.enable_spell_locations[self.player].value,
"enable_key_locations": self.multiworld.enable_key_locations[self.player].value,
"enable_boss_locations": self.multiworld.enable_boss_locations[self.player].value,
"enable_npc_locations": self.multiworld.enable_npc_locations[self.player].value,
"enable_misc_locations": self.multiworld.enable_misc_locations[self.player].value,
"auto_equip": self.multiworld.auto_equip[self.player].value,
"lock_equip": self.multiworld.lock_equip[self.player].value,
"no_weapon_requirements": self.multiworld.no_weapon_requirements[self.player].value,
"death_link": self.multiworld.death_link[self.player].value,
"no_spell_requirements": self.multiworld.no_spell_requirements[self.player].value,
"no_equip_load": self.multiworld.no_equip_load[self.player].value,
"enable_dlc": self.multiworld.enable_dlc[self.player].value
"enable_weapon_locations": self.options.enable_weapon_locations.value,
"enable_shield_locations": self.options.enable_shield_locations.value,
"enable_armor_locations": self.options.enable_armor_locations.value,
"enable_ring_locations": self.options.enable_ring_locations.value,
"enable_spell_locations": self.options.enable_spell_locations.value,
"enable_key_locations": self.options.enable_key_locations.value,
"enable_boss_locations": self.options.enable_boss_locations.value,
"enable_npc_locations": self.options.enable_npc_locations.value,
"enable_misc_locations": self.options.enable_misc_locations.value,
"auto_equip": self.options.auto_equip.value,
"lock_equip": self.options.lock_equip.value,
"no_weapon_requirements": self.options.no_weapon_requirements.value,
"death_link": self.options.death_link.value,
"no_spell_requirements": self.options.no_spell_requirements.value,
"no_equip_load": self.options.no_equip_load.value,
"enable_dlc": self.options.enable_dlc.value
},
"seed": self.multiworld.seed_name, # to verify the server's multiworld
"slot": self.multiworld.player_name[self.player], # to connect to server

View File

@@ -2,7 +2,7 @@
## Required Software
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client - Donkey Kong Country 3 Patch Setup`
- Hardware or software capable of loading and playing SNES ROM files
@@ -23,10 +23,9 @@
### Windows Setup
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
file is located in the assets section at the bottom of the version information.**
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
This is your Donkey Kong Country 3 ROM file. This only needs to be done once.
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
or you are on an older version, you may run the installer again to install the SNI Client.
2. During setup, you will be asked to locate your base ROM file. This is your Donkey Kong Country 3 ROM file.
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
files.
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.

View File

@@ -13,23 +13,14 @@ client_version = 0
class DLCqwebworld(WebWorld):
setup_en = Tutorial(
tutorials = [Tutorial(
"Multiworld Setup Tutorial",
"A guide to setting up the Archipelago DLCQuest game on your computer.",
"English",
"setup_en.md",
"setup/en",
["axe_y"]
)
setup_fr = Tutorial(
"Guide de configuration MultiWorld",
"Un guide pour configurer DLCQuest sur votre PC.",
"Français",
"setup_fr.md",
"setup/fr",
["Deoxis"]
)
tutorials = [setup_en, setup_fr]
)]
class DLCqworld(World):

View File

@@ -1,49 +0,0 @@
# DLC Quest
## Où se trouve la page des paramètres ?
La [page des paramètres du joueur pour ce jeu](../player-settings) contient tous les paramètres dont vous avez besoin pour configurer et exporter le fichier.
## Quel est l'effet de la randomisation sur ce jeu ?
Les DLC seront obtenus en tant que check pour le multiworld. Il existe également d'autres checks optionnels dans DLC Quest.
## Quel est le but de DLC Quest ?
DLC Quest a deux campagnes, et le joueur peut choisir celle qu'il veut jouer pour sa partie.
Il peut également choisir de faire les deux campagnes.
## Quels sont les emplacements dans DLC quest ?
Les emplacements dans DLC Quest comprennent toujours
- les achats de DLC auprès du commerçant
- Les objectifs liés aux récompenses
- Tuer des moutons dans DLC Quest
- Objectifs spécifiques de l'attribution dans Live Freemium or Die
Il existe également un certain nombres de critères de localisation qui sont optionnels et que les joueurs peuvent choisir d'inclure ou non dans leur sélection :
- Objets que votre personnage peut obtenir de différentes manières
- Swords
- Gun
- Box of Various Supplies
- Humble Indie Bindle
- Pickaxe
- Coinsanity : Pièces de monnaie, soit individuellement, soit sous forme de lots personnalisés
## Quels objets peuvent se trouver dans le monde d'un autre joueur ?
Tous les DLC du jeu sont mélangés dans le stock d'objets. Les objets liés aux contrôles optionnels décrits ci-dessus sont également dans le stock
Il y a aussi de nouveaux objets pièges, utilisés comme substituts, basés sur les désagréments du jeu vanille.
- Zombie Sheep
- Loading Screens
- Temporary Spikes
## Que se passe-t-il lorsque le joueur reçoit un objet ?
Chaque fois qu'un objet est reçu en ligne, une notification apparaît à l'écran pour en informer le joueur.
Certains objets sont accompagnés d'une animation ou d'une scène qui se déroule immédiatement après leur réception.
Les objets reçus hors ligne ne sont pas accompagnés d'une animation ou d'une scène, et sont simplement activés lors de la connexion.

View File

@@ -1,55 +0,0 @@
# # Guide de configuration MultiWorld de DLCQuest
## Logiciels requis
- DLC Quest sur PC (Recommandé: [Version Steam](https://store.steampowered.com/app/230050/DLC_Quest/))
- [DLCQuestipelago](https://github.com/agilbert1412/DLCQuestipelago/releases)
- BepinEx (utilisé comme un modloader pour DLCQuest. La version du mod ci-dessus inclut BepInEx si vous choisissez la version d'installation complète)
## Logiciels optionnels
- [Archipelago] (https://github.com/ArchipelagoMW/Archipelago/releases)
- (Uniquement pour le TextClient)
## Créer un fichier de configuration (.yaml)
### Qu'est-ce qu'un fichier YAML et pourquoi en ai-je besoin ?
Voir le guide d'Archipelago sur la mise en place d'un YAML de base : [Basic Multiworld Setup Guide](/tutorial/Archipelago/setup/en)
### Où puis-je obtenir un fichier YAML ?
Vous pouvez personnaliser vos paramètres en visitant la [page des paramètres du joueur DLC Quest] (/games/DLCQuest/player-settings).
## Rejoindre une partie multi-monde
### Installer le mod
- Télécharger le [DLCQuestipelago mod release](https://github.com/agilbert1412/DLCQuestipelago/releases). Si c'est la première fois que vous installez le mod, ou si vous n'êtes pas à l'aise avec l'édition manuelle de fichiers, vous devriez choisir l'Installateur. Il se chargera de la plus grande partie du travail pour vous
- Extraire l'archive .zip à l'emplacement de votre choix
- Exécutez "DLCQuestipelagoInstaller.exe".
![image](https://i.imgur.com/2sPhMgs.png)
- Le programme d'installation devrait décrire ce qu'il fait à chaque étape, et vous demandera votre avis si nécessaire.
- Il vous permettra de choisir l'emplacement d'installation de votre jeu moddé et vous proposera un emplacement par défaut
- Il **essayera** de trouver votre jeu DLCQuest sur votre ordinateur et, en cas d'échec, vous demandera d'indiquer le chemin d'accès.
- Il vous offrira la possibilité de créer un raccourci sur le bureau pour le lanceur moddé.
### Se connecter au MultiServer
- Localisez le fichier "ArchipelagoConnectionInfo.json", qui se situe dans le même emplacement que votre installation moddée. Vous pouvez éditer ce fichier avec n'importe quel éditeur de texte, et vous devez entrer l'adresse IP du serveur, le port et votre nom de joueur dans les champs appropriés.
- Exécutez BepInEx.NET.Framework.Launcher.exe. Si vous avez opté pour un raccourci sur le bureau, vous le trouverez avec une icône et un nom plus reconnaissable.
![image](https://i.imgur.com/ZUiFrhf.png)
- Votre jeu devrait se lancer en même temps qu'une console de modloader, qui contiendra des informations de débogage importantes si vous rencontrez des problèmes.
- Le jeu devrait se connecter automatiquement, et tenter de se reconnecter si votre internet ou le serveur se déconnecte, pendant que vous jouez.
### Interagir avec le MultiWorld depuis le jeu
Vous ne pouvez pas envoyer de commandes au serveur ou discuter avec les autres joueurs depuis DLC Quest, car le jeu ne dispose pas d'un moyen approprié pour saisir du texte.
Vous pouvez suivre l'activité du serveur dans votre console BepInEx, car les messages de chat d'Archipelago y seront affichés.
Vous devrez utiliser [Archipelago Text Client] (https://github.com/ArchipelagoMW/Archipelago/releases) si vous voulez envoyer des commandes.

View File

@@ -6,6 +6,8 @@ import shutil
import threading
import zipfile
from typing import Optional, TYPE_CHECKING, Any, List, Callable, Tuple, Union
from dataclasses import fields
import datetime
import jinja2
@@ -88,6 +90,7 @@ class FactorioModFile(worlds.Files.APContainer):
def generate_mod(world: "Factorio", output_directory: str):
player = world.player
multiworld = world.multiworld
options = world.options
global data_final_template, locale_template, control_template, data_template, settings_template
with template_load_lock:
if not data_final_template:
@@ -129,40 +132,40 @@ def generate_mod(world: "Factorio", output_directory: str):
"base_tech_table": base_tech_table,
"tech_to_progressive_lookup": tech_to_progressive_lookup,
"mod_name": mod_name,
"allowed_science_packs": multiworld.max_science_pack[player].get_allowed_packs(),
"allowed_science_packs": options.max_science_pack.get_allowed_packs(),
"custom_technologies": multiworld.worlds[player].custom_technologies,
"tech_tree_layout_prerequisites": world.tech_tree_layout_prerequisites,
"slot_name": multiworld.player_name[player], "seed_name": multiworld.seed_name,
"slot_player": player,
"starting_items": multiworld.starting_items[player], "recipes": recipes,
"starting_items": options.starting_items, "recipes": recipes,
"random": random, "flop_random": flop_random,
"recipe_time_scale": recipe_time_scales.get(multiworld.recipe_time[player].value, None),
"recipe_time_range": recipe_time_ranges.get(multiworld.recipe_time[player].value, None),
"recipe_time_scale": recipe_time_scales.get(options.recipe_time.value, None),
"recipe_time_range": recipe_time_ranges.get(options.recipe_time.value, None),
"free_sample_blacklist": {item: 1 for item in free_sample_exclusions},
"progressive_technology_table": {tech.name: tech.progressive for tech in
progressive_technology_table.values()},
"custom_recipes": world.custom_recipes,
"max_science_pack": multiworld.max_science_pack[player].value,
"max_science_pack": options.max_science_pack.value,
"liquids": fluids,
"goal": multiworld.goal[player].value,
"energy_link": multiworld.energy_link[player].value,
"goal": options.goal.value,
"energy_link": options.energy_link.value,
"useless_technologies": useless_technologies,
"chunk_shuffle": multiworld.chunk_shuffle[player].value if hasattr(multiworld, "chunk_shuffle") else 0,
"chunk_shuffle": options.chunk_shuffle.value if datetime.datetime.today().month == 4 else 0,
}
for factorio_option in Options.factorio_options:
for factorio_option in [field.name for field in fields(Options.FactorioOptions)]:
if factorio_option in ["free_sample_blacklist", "free_sample_whitelist"]:
continue
template_data[factorio_option] = getattr(multiworld, factorio_option)[player].value
template_data[factorio_option] = getattr(options, factorio_option).value
if getattr(multiworld, "silo")[player].value == Options.Silo.option_randomize_recipe:
if getattr(options, "silo").value == Options.Silo.option_randomize_recipe:
template_data["free_sample_blacklist"]["rocket-silo"] = 1
if getattr(multiworld, "satellite")[player].value == Options.Satellite.option_randomize_recipe:
if getattr(options, "satellite").value == Options.Satellite.option_randomize_recipe:
template_data["free_sample_blacklist"]["satellite"] = 1
template_data["free_sample_blacklist"].update({item: 1 for item in multiworld.free_sample_blacklist[player].value})
template_data["free_sample_blacklist"].update({item: 0 for item in multiworld.free_sample_whitelist[player].value})
template_data["free_sample_blacklist"].update({item: 1 for item in options.free_sample_blacklist.value})
template_data["free_sample_blacklist"].update({item: 0 for item in options.free_sample_whitelist.value})
zf_path = os.path.join(output_directory, versioned_mod_name + ".zip")
mod = FactorioModFile(zf_path, player=player, player_name=multiworld.player_name[player])

View File

@@ -1,10 +1,10 @@
from __future__ import annotations
import typing
import datetime
from Options import Choice, OptionDict, OptionSet, Option, DefaultOnToggle, Range, DeathLink, Toggle, \
StartInventoryPool
StartInventoryPool, PerGameCommonOptions
from schema import Schema, Optional, And, Or
from dataclasses import dataclass
# schema helpers
FloatRange = lambda low, high: And(Or(int, float), lambda f: low <= f <= high)
@@ -210,7 +210,7 @@ class RecipeIngredientsOffset(Range):
class FactorioStartItems(OptionDict):
"""Mapping of Factorio internal item-name to amount granted on start."""
display_name = "Starting Items"
default = {"burner-mining-drill": 4, "stone-furnace": 4, "raw-fish": 50}
default = {"burner-mining-drill": 19, "stone-furnace": 19}
class FactorioFreeSampleBlacklist(OptionSet):
@@ -422,50 +422,44 @@ class EnergyLink(Toggle):
display_name = "EnergyLink"
factorio_options: typing.Dict[str, type(Option)] = {
"max_science_pack": MaxSciencePack,
"goal": Goal,
"tech_tree_layout": TechTreeLayout,
"min_tech_cost": MinTechCost,
"max_tech_cost": MaxTechCost,
"tech_cost_distribution": TechCostDistribution,
"tech_cost_mix": TechCostMix,
"ramping_tech_costs": RampingTechCosts,
"silo": Silo,
"satellite": Satellite,
"free_samples": FreeSamples,
"tech_tree_information": TechTreeInformation,
"starting_items": FactorioStartItems,
"free_sample_blacklist": FactorioFreeSampleBlacklist,
"free_sample_whitelist": FactorioFreeSampleWhitelist,
"recipe_time": RecipeTime,
"recipe_ingredients": RecipeIngredients,
"recipe_ingredients_offset": RecipeIngredientsOffset,
"imported_blueprints": ImportedBlueprint,
"world_gen": FactorioWorldGen,
"progressive": Progressive,
"teleport_traps": TeleportTrapCount,
"grenade_traps": GrenadeTrapCount,
"cluster_grenade_traps": ClusterGrenadeTrapCount,
"artillery_traps": ArtilleryTrapCount,
"atomic_rocket_traps": AtomicRocketTrapCount,
"attack_traps": AttackTrapCount,
"evolution_traps": EvolutionTrapCount,
"evolution_trap_increase": EvolutionTrapIncrease,
"death_link": DeathLink,
"energy_link": EnergyLink,
"start_inventory_from_pool": StartInventoryPool,
}
# spoilers below. If you spoil it for yourself, please at least don't spoil it for anyone else.
if datetime.datetime.today().month == 4:
class ChunkShuffle(Toggle):
"""Entrance Randomizer."""
display_name = "Chunk Shuffle"
class ChunkShuffle(Toggle):
"""Entrance Randomizer.
2023 April Fool's option. Shuffles chunk border transitions.
Only valid during the Month of April. Forced off otherwise."""
if datetime.datetime.today().day > 1:
ChunkShuffle.__doc__ += """
2023 April Fool's option. Shuffles chunk border transitions."""
factorio_options["chunk_shuffle"] = ChunkShuffle
@dataclass
class FactorioOptions(PerGameCommonOptions):
max_science_pack: MaxSciencePack
goal: Goal
tech_tree_layout: TechTreeLayout
min_tech_cost: MinTechCost
max_tech_cost: MaxTechCost
tech_cost_distribution: TechCostDistribution
tech_cost_mix: TechCostMix
ramping_tech_costs: RampingTechCosts
silo: Silo
satellite: Satellite
free_samples: FreeSamples
tech_tree_information: TechTreeInformation
starting_items: FactorioStartItems
free_sample_blacklist: FactorioFreeSampleBlacklist
free_sample_whitelist: FactorioFreeSampleWhitelist
recipe_time: RecipeTime
recipe_ingredients: RecipeIngredients
recipe_ingredients_offset: RecipeIngredientsOffset
imported_blueprints: ImportedBlueprint
world_gen: FactorioWorldGen
progressive: Progressive
teleport_traps: TeleportTrapCount
grenade_traps: GrenadeTrapCount
cluster_grenade_traps: ClusterGrenadeTrapCount
artillery_traps: ArtilleryTrapCount
atomic_rocket_traps: AtomicRocketTrapCount
attack_traps: AttackTrapCount
evolution_traps: EvolutionTrapCount
evolution_trap_increase: EvolutionTrapIncrease
death_link: DeathLink
energy_link: EnergyLink
start_inventory_from_pool: StartInventoryPool
chunk_shuffle: ChunkShuffle

View File

@@ -20,10 +20,10 @@ def _sorter(location: "FactorioScienceLocation"):
def get_shapes(factorio_world: "Factorio") -> Dict["FactorioScienceLocation", Set["FactorioScienceLocation"]]:
options = factorio_world.options
world = factorio_world.multiworld
player = factorio_world.player
prerequisites: Dict["FactorioScienceLocation", Set["FactorioScienceLocation"]] = {}
layout = world.tech_tree_layout[player].value
layout = options.tech_tree_layout.value
locations: List["FactorioScienceLocation"] = sorted(factorio_world.science_locations, key=lambda loc: loc.name)
world.random.shuffle(locations)

View File

@@ -11,7 +11,7 @@ from worlds.LauncherComponents import Component, components, Type, launch_subpro
from worlds.generic import Rules
from .Locations import location_pools, location_table
from .Mod import generate_mod
from .Options import factorio_options, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal, TechCostDistribution
from .Options import FactorioOptions, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal, TechCostDistribution, TechCostMix
from .Shapes import get_shapes
from .Technologies import base_tech_table, recipe_sources, base_technology_table, \
all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, \
@@ -88,6 +88,9 @@ class Factorio(World):
location_pool: typing.List[FactorioScienceLocation]
advancement_technologies: typing.Set[str]
options = FactorioOptions
options_dataclass = FactorioOptions
web = FactorioWeb()
item_name_to_id = all_items
@@ -117,11 +120,11 @@ class Factorio(World):
def generate_early(self) -> None:
# if max < min, then swap max and min
if self.multiworld.max_tech_cost[self.player] < self.multiworld.min_tech_cost[self.player]:
self.multiworld.min_tech_cost[self.player].value, self.multiworld.max_tech_cost[self.player].value = \
self.multiworld.max_tech_cost[self.player].value, self.multiworld.min_tech_cost[self.player].value
self.tech_mix = self.multiworld.tech_cost_mix[self.player]
self.skip_silo = self.multiworld.silo[self.player].value == Silo.option_spawn
if self.options.max_tech_cost < self.options.min_tech_cost:
self.options.min_tech_cost.value, self.options.max_tech_cost.value = \
self.options.max_tech_cost.value, self.options.min_tech_cost.value
self.tech_mix = self.options.tech_cost_mix
self.skip_silo = self.options.silo.value == Silo.option_spawn
def create_regions(self):
player = self.player
@@ -132,17 +135,17 @@ class Factorio(World):
nauvis = Region("Nauvis", player, self.multiworld)
location_count = len(base_tech_table) - len(useless_technologies) - self.skip_silo + \
self.multiworld.evolution_traps[player] + \
self.multiworld.attack_traps[player] + \
self.multiworld.teleport_traps[player] + \
self.multiworld.grenade_traps[player] + \
self.multiworld.cluster_grenade_traps[player] + \
self.multiworld.atomic_rocket_traps[player] + \
self.multiworld.artillery_traps[player]
self.options.evolution_traps + \
self.options.attack_traps + \
self.options.teleport_traps + \
self.options.grenade_traps + \
self.options.cluster_grenade_traps + \
self.options.atomic_rocket_traps + \
self.options.artillery_traps
location_pool = []
for pack in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
for pack in sorted(self.options.max_science_pack.get_allowed_packs()):
location_pool.extend(location_pools[pack])
try:
location_names = self.multiworld.random.sample(location_pool, location_count)
@@ -151,11 +154,11 @@ class Factorio(World):
raise Exception("Too many traps for too few locations. Either decrease the trap count, "
f"or increase the location count (higher max science pack). (Player {self.player})") from e
self.science_locations = [FactorioScienceLocation(player, loc_name, self.location_name_to_id[loc_name], nauvis)
self.science_locations = [FactorioScienceLocation(player, loc_name, self.location_name_to_id[loc_name], nauvis, self.options.tech_cost_mix)
for loc_name in location_names]
distribution: TechCostDistribution = self.multiworld.tech_cost_distribution[self.player]
min_cost = self.multiworld.min_tech_cost[self.player]
max_cost = self.multiworld.max_tech_cost[self.player]
distribution: TechCostDistribution = self.options.tech_cost_distribution
min_cost = self.options.min_tech_cost
max_cost = self.options.max_tech_cost
if distribution == distribution.option_even:
rand_values = (random.randint(min_cost, max_cost) for _ in self.science_locations)
else:
@@ -164,7 +167,7 @@ class Factorio(World):
distribution.option_high: max_cost}[distribution.value]
rand_values = (random.triangular(min_cost, max_cost, mode) for _ in self.science_locations)
rand_values = sorted(rand_values)
if self.multiworld.ramping_tech_costs[self.player]:
if self.options.ramping_tech_costs:
def sorter(loc: FactorioScienceLocation):
return loc.complexity, loc.rel_cost
else:
@@ -179,7 +182,7 @@ class Factorio(World):
event = FactorioItem("Victory", ItemClassification.progression, None, player)
location.place_locked_item(event)
for ingredient in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
for ingredient in sorted(self.options.max_science_pack.get_allowed_packs()):
location = FactorioLocation(player, f"Automate {ingredient}", None, nauvis)
nauvis.locations.append(location)
event = FactorioItem(f"Automated {ingredient}", ItemClassification.progression, None, player)
@@ -195,10 +198,10 @@ class Factorio(World):
traps = ("Evolution", "Attack", "Teleport", "Grenade", "Cluster Grenade", "Artillery", "Atomic Rocket")
for trap_name in traps:
self.multiworld.itempool.extend(self.create_item(f"{trap_name} Trap") for _ in
range(getattr(self.multiworld,
f"{trap_name.lower().replace(' ', '_')}_traps")[player]))
range(getattr(self.options,
f"{trap_name.lower().replace(' ', '_')}_traps")))
want_progressives = collections.defaultdict(lambda: self.multiworld.progressive[player].
want_progressives = collections.defaultdict(lambda: self.options.progressive.
want_progressives(self.multiworld.random))
cost_sorted_locations = sorted(self.science_locations, key=lambda location: location.name)
@@ -206,7 +209,7 @@ class Factorio(World):
"logistics": 1,
"rocket-silo": -1}
loc: FactorioScienceLocation
if self.multiworld.tech_tree_information[player] == TechTreeInformation.option_full:
if self.options.tech_tree_information == TechTreeInformation.option_full:
# mark all locations as pre-hinted
for loc in self.science_locations:
loc.revealed = True
@@ -237,10 +240,10 @@ class Factorio(World):
player = self.player
shapes = get_shapes(self)
for ingredient in self.multiworld.max_science_pack[self.player].get_allowed_packs():
for ingredient in self.options.max_science_pack.get_allowed_packs():
location = world.get_location(f"Automate {ingredient}", player)
if self.multiworld.recipe_ingredients[self.player]:
if self.options.recipe_ingredients:
custom_recipe = self.custom_recipes[ingredient]
location.access_rule = lambda state, ingredient=ingredient, custom_recipe=custom_recipe: \
@@ -261,16 +264,16 @@ class Factorio(World):
prerequisites: all(state.can_reach(loc) for loc in locations))
silo_recipe = None
if self.multiworld.silo[self.player] == Silo.option_spawn:
if self.options.silo == Silo.option_spawn:
silo_recipe = self.custom_recipes["rocket-silo"] if "rocket-silo" in self.custom_recipes \
else next(iter(all_product_sources.get("rocket-silo")))
part_recipe = self.custom_recipes["rocket-part"]
satellite_recipe = None
if self.multiworld.goal[self.player] == Goal.option_satellite:
if self.options.goal == Goal.option_satellite:
satellite_recipe = self.custom_recipes["satellite"] if "satellite" in self.custom_recipes \
else next(iter(all_product_sources.get("satellite")))
victory_tech_names = get_rocket_requirements(silo_recipe, part_recipe, satellite_recipe)
if self.multiworld.silo[self.player] != Silo.option_spawn:
if self.options.silo != Silo.option_spawn:
victory_tech_names.add("rocket-silo")
world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player)
for technology in
@@ -279,12 +282,12 @@ class Factorio(World):
world.completion_condition[player] = lambda state: state.has('Victory', player)
def generate_basic(self):
map_basic_settings = self.multiworld.world_gen[self.player].value["basic"]
map_basic_settings = self.options.world_gen.value["basic"]
if map_basic_settings.get("seed", None) is None: # allow seed 0
# 32 bit uint
map_basic_settings["seed"] = self.multiworld.per_slot_randoms[self.player].randint(0, 2 ** 32 - 1)
start_location_hints: typing.Set[str] = self.multiworld.start_location_hints[self.player].value
start_location_hints: typing.Set[str] = self.options.start_location_hints.value
for loc in self.science_locations:
# show start_location_hints ingame
@@ -308,8 +311,6 @@ class Factorio(World):
return super(Factorio, self).collect_item(state, item, remove)
option_definitions = factorio_options
@classmethod
def stage_write_spoiler(cls, world, spoiler_handle):
factorio_players = world.get_game_players(cls.game)
@@ -437,25 +438,25 @@ class Factorio(World):
def set_custom_technologies(self):
custom_technologies = {}
allowed_packs = self.multiworld.max_science_pack[self.player].get_allowed_packs()
allowed_packs = self.options.max_science_pack.get_allowed_packs()
for technology_name, technology in base_technology_table.items():
custom_technologies[technology_name] = technology.get_custom(self.multiworld, allowed_packs, self.player)
return custom_technologies
def set_custom_recipes(self):
ingredients_offset = self.multiworld.recipe_ingredients_offset[self.player]
ingredients_offset = self.options.recipe_ingredients_offset
original_rocket_part = recipes["rocket-part"]
science_pack_pools = get_science_pack_pools()
valid_pool = sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_max_pack()] & valid_ingredients)
valid_pool = sorted(science_pack_pools[self.options.max_science_pack.get_max_pack()] & valid_ingredients)
self.multiworld.random.shuffle(valid_pool)
self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category,
{valid_pool[x]: 10 for x in range(3 + ingredients_offset)},
original_rocket_part.products,
original_rocket_part.energy)}
if self.multiworld.recipe_ingredients[self.player]:
if self.options.recipe_ingredients:
valid_pool = []
for pack in self.multiworld.max_science_pack[self.player].get_ordered_science_packs():
for pack in self.options.max_science_pack.get_ordered_science_packs():
valid_pool += sorted(science_pack_pools[pack])
self.multiworld.random.shuffle(valid_pool)
if pack in recipes: # skips over space science pack
@@ -463,23 +464,23 @@ class Factorio(World):
ingredients_offset)
self.custom_recipes[pack] = new_recipe
if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe \
or self.multiworld.satellite[self.player].value == Satellite.option_randomize_recipe:
if self.options.silo.value == Silo.option_randomize_recipe \
or self.options.satellite.value == Satellite.option_randomize_recipe:
valid_pool = set()
for pack in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
for pack in sorted(self.options.max_science_pack.get_allowed_packs()):
valid_pool |= science_pack_pools[pack]
if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe:
if self.options.silo.value == Silo.option_randomize_recipe:
new_recipe = self.make_balanced_recipe(
recipes["rocket-silo"], valid_pool,
factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7,
factor=(self.options.max_science_pack.value + 1) / 7,
ingredients_offset=ingredients_offset)
self.custom_recipes["rocket-silo"] = new_recipe
if self.multiworld.satellite[self.player].value == Satellite.option_randomize_recipe:
if self.options.satellite.value == Satellite.option_randomize_recipe:
new_recipe = self.make_balanced_recipe(
recipes["satellite"], valid_pool,
factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7,
factor=(self.options.max_science_pack.value + 1) / 7,
ingredients_offset=ingredients_offset)
self.custom_recipes["satellite"] = new_recipe
bridge = "ap-energy-bridge"
@@ -487,16 +488,16 @@ class Factorio(World):
Recipe(bridge, "crafting", {"replace_1": 1, "replace_2": 1, "replace_3": 1,
"replace_4": 1, "replace_5": 1, "replace_6": 1},
{bridge: 1}, 10),
sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_ordered_science_packs()[0]]),
sorted(science_pack_pools[self.options.max_science_pack.get_ordered_science_packs()[0]]),
ingredients_offset=ingredients_offset)
for ingredient_name in new_recipe.ingredients:
new_recipe.ingredients[ingredient_name] = self.multiworld.random.randint(50, 500)
self.custom_recipes[bridge] = new_recipe
needed_recipes = self.multiworld.max_science_pack[self.player].get_allowed_packs() | {"rocket-part"}
if self.multiworld.silo[self.player] != Silo.option_spawn:
needed_recipes = self.options.max_science_pack.get_allowed_packs() | {"rocket-part"}
if self.options.silo != Silo.option_spawn:
needed_recipes |= {"rocket-silo"}
if self.multiworld.goal[self.player].value == Goal.option_satellite:
if self.options.goal.value == Goal.option_satellite:
needed_recipes |= {"satellite"}
for recipe in needed_recipes:
@@ -538,7 +539,7 @@ class FactorioScienceLocation(FactorioLocation):
ingredients: typing.Dict[str, int]
count: int = 0
def __init__(self, player: int, name: str, address: int, parent: Region):
def __init__(self, player: int, name: str, address: int, parent: Region, tech_cost_mix: TechCostMix):
super(FactorioScienceLocation, self).__init__(player, name, address, parent)
# "AP-{Complexity}-{Cost}"
self.complexity = int(self.name[3]) - 1
@@ -546,7 +547,7 @@ class FactorioScienceLocation(FactorioLocation):
self.ingredients = {Factorio.ordered_science_packs[self.complexity]: 1}
for complexity in range(self.complexity):
if parent.multiworld.tech_cost_mix[self.player] > parent.multiworld.random.randint(0, 99):
if tech_cost_mix > parent.multiworld.random.randint(0, 99):
self.ingredients[Factorio.ordered_science_packs[complexity]] = 1
@property

View File

@@ -74,7 +74,6 @@ class FF1World(World):
items = get_options(self.multiworld, 'items', self.player)
goal_rule = generate_rule([[name for name in items.keys() if name in FF1_PROGRESSION_LIST and name != "Shard"]],
self.player)
terminated_event.access_rule = goal_rule
if "Shard" in items.keys():
def goal_rule_and_shards(state):
return goal_rule(state) and state.has("Shard", self.player, 32)

View File

@@ -71,7 +71,7 @@ class FFMQClient(SNIClient):
received = await snes_read(ctx, RECEIVED_DATA[0], RECEIVED_DATA[1])
data = await snes_read(ctx, READ_DATA_START, READ_DATA_END - READ_DATA_START)
check_2 = await snes_read(ctx, 0xF53749, 1)
if check_1 in (b'\x00', b'\x55') or check_2 in (b'\x00', b'\x55'):
if check_1 == b'\x00' or check_2 == b'\x00':
return
def get_range(data_range):

View File

@@ -223,6 +223,11 @@ for item, data in item_table.items():
def create_items(self) -> None:
items = []
starting_weapon = self.multiworld.starting_weapon[self.player].current_key.title().replace("_", " ")
if self.multiworld.progressive_gear[self.player]:
for item_group in prog_map:
if starting_weapon in self.item_name_groups[item_group]:
starting_weapon = prog_map[item_group]
break
self.multiworld.push_precollected(self.create_item(starting_weapon))
self.multiworld.push_precollected(self.create_item("Steel Armor"))
if self.multiworld.sky_coin_mode[self.player] == "start_with":

View File

@@ -2,7 +2,7 @@
## Required Software
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client`
- Hardware or software capable of loading and playing SNES ROM files
- An emulator capable of connecting to SNI such as:
@@ -19,8 +19,8 @@ The Archipelago community cannot supply you with this.
### Windows Setup
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
file is located in the assets section at the bottom of the version information.**
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
or you are on an older version, you may run the installer again to install the SNI Client.
2. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
files.
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.

View File

@@ -1,5 +1,4 @@
import collections
import logging
import typing
from BaseClasses import LocationProgressType, MultiWorld, Location, Region, Entrance
@@ -16,9 +15,9 @@ else:
def locality_needed(world: MultiWorld) -> bool:
for player in world.player_ids:
if world.local_items[player].value:
if world.worlds[player].options.local_items.value:
return True
if world.non_local_items[player].value:
if world.worlds[player].options.non_local_items.value:
return True
# Group
@@ -41,12 +40,12 @@ def locality_rules(world: MultiWorld):
forbid_data[sender][receiver].update(items)
for receiving_player in world.player_ids:
local_items: typing.Set[str] = world.local_items[receiving_player].value
local_items: typing.Set[str] = world.worlds[receiving_player].options.local_items.value
if local_items:
for sending_player in world.player_ids:
if receiving_player != sending_player:
forbid(sending_player, receiving_player, local_items)
non_local_items: typing.Set[str] = world.non_local_items[receiving_player].value
non_local_items: typing.Set[str] = world.worlds[receiving_player].options.non_local_items.value
if non_local_items:
forbid(receiving_player, receiving_player, non_local_items)
@@ -82,18 +81,15 @@ def locality_rules(world: MultiWorld):
i.name not in sending_blockers[i.player] and old_rule(i)
def exclusion_rules(multiworld: MultiWorld, player: int, exclude_locations: typing.Set[str]) -> None:
def exclusion_rules(world: MultiWorld, player: int, exclude_locations: typing.Set[str]) -> None:
for loc_name in exclude_locations:
try:
location = multiworld.get_location(loc_name, player)
location = world.get_location(loc_name, player)
except KeyError as e: # failed to find the given location. Check if it's a legitimate location
if loc_name not in multiworld.worlds[player].location_name_to_id:
if loc_name not in world.worlds[player].location_name_to_id:
raise Exception(f"Unable to exclude location {loc_name} in player {player}'s world.") from e
else:
if not location.event:
location.progress_type = LocationProgressType.EXCLUDED
else:
logging.warning(f"Unable to exclude location {loc_name} in player {player}'s world.")
location.progress_type = LocationProgressType.EXCLUDED
def set_rule(spot: typing.Union["BaseClasses.Location", "BaseClasses.Entrance"], rule: CollectionRule):

View File

@@ -17,22 +17,19 @@ The most recent public release of Archipelago can be found on the GitHub Release
Run the exe file, and after accepting the license agreement you will be asked which components you would like to
install.
Archipelago installations are automatically bundled with some programs. These include a launcher, a generator, a
server and some clients.
The generator allows you to generate multiworld games on your computer. The ROM setups are required if anyone in the
game that you generate wants to play any of those games as they are needed to generate the relevant patch files. If you
do not own the game, uncheck the relevant box. If you gain the game later, the installer can be run again to install and
set up new components.
- The launcher lets you quickly access Archipelago's different components and programs. It is found under the name
`ArchipelagoLauncher` and can be found in the main directory of your Archipelago installation.
- The generator allows you to generate multiworld games on your computer. Please refer to the 'Generating a game'
section of this guide for more information about it.
- The server will allow you to host the multiworld on your machine. Hosting on your machine requires forwarding the port
The server will allow you to host the multiworld on your machine. Hosting on your machine requires forwarding the port
you are hosting on. The default port for Archipelago is `38281`. If you are unsure how to do this there are plenty of
other guides on the internet that will be more suited to your hardware.
- The clients are what are used to connect your game to the multiworld. Some games use a client that is automatically
installed with an Archipelago installation. You can access those clients via the launcher or by navigating
to your Archipelago installation.
The `Clients` are what are used to connect your game to the multiworld. If the game you plan to play is available
here, go ahead and install its client as well. If the game you choose to play is supported by Archipelago but not listed
in the installation, check the setup guide for that game. Installing a client for a ROM based game requires you to have
a legally obtained ROM for that game as well.
## Generating a game
@@ -75,18 +72,14 @@ If you have downloaded the settings, or have created a settings file manually, t
#### On your local installation
To generate a game on your local machine, make sure to install the Archipelago software. Navigate to your Archipelago
To generate a game on your local machine, make sure to install the Archipelago software, and ensure to select the
`Generator` component, as well as the `ROM setup` for any games you will want to play. Navigate to your Archipelago
installation (usually C:\ProgramData\Archipelago), and place the settings file you have either created or downloaded
from the website in the `Players` folder.
Run `ArchipelagoGenerate.exe`, or click on `Generate` in the launcher, and it will inform you whether the generation
was successful or not. If successful, there will be an output zip in the `output` folder
(usually named something like `AP_XXXXX.zip`). This will contain all relevant information to the session, including the
spoiler log, if one was generated.
Please note that some games require you to own their ROM files to generate with them as they are needed to generate the
relevant patch files. When you generate with a ROM game for the first time, you will be asked to locate its base ROM file.
This step only needs to be done once.
Run `ArchipelagoGenerate.exe`, and it will inform you whether the generation was successful or not. If successful, there
will be an output zip in the `output` folder (usually named something like `AP_XXXXX.zip`). This will contain all
relevant information to the session, including the spoiler log, if one was generated.
### Generating a multiplayer game
@@ -104,9 +97,12 @@ player name.
#### On the website
Gather all player YAML files into a single place, then navigate to the [Generate Page](/generate). Select the host settings
you would like, click on `Upload File(s)`, and select all player YAML files. The site also accepts `zip` archives containing YAML
files.
Gather all player YAML files into a single place, and compress them into a zip file. This can be done by pressing
ctrl/cmd + clicking on each file until all are selected, right-clicking one of the files, and clicking
`compress to ZIP file` or `send to > compressed folder`.
Navigate to the [Generate Page](/generate), select the host settings you would like, click on `Upload File`, and
select the newly created zip from the opened window.
After some time, you will be redirected to a seed info page that will display the generated seed, the time it was
created, the number of players, the spoiler (if one was created) and all rooms created from this seed.
@@ -118,11 +114,8 @@ It is possible to generate the multiworld locally, using a local Archipelago ins
Archipelago installation folder (usually C:\ProgramData\Archipelago) and placing each YAML file in the `Players` folder.
If the folder does not exist then it must be created manually. The files here should not be compressed.
After filling the `Players` folder, run`ArchipelagoGenerate.exe` or click `Generate` in the launcher. The output of
the generation is placed in the `output` folder (usually named something like `AP_XXXXX.zip`).
Please note that if any player in the game you want to generate plays a game that needs a ROM file to generate, you will
need the corresponding ROM files.
After filling the `Players` folder, the `ArchipelagoGenerate.exe` program should be run in order to generate a
multiworld. The output of this process is placed in the `output` folder (usually named something like `AP_XXXXX.zip`).
##### Changing local host settings for generation
@@ -130,12 +123,10 @@ Sometimes there are various settings that you may want to change before rolling
auto-release, plando support, or setting a password.
All of these settings, plus other options, may be changed by modifying the `host.yaml` file in the Archipelago
installation folder. You can quickly access this file by clicking on `Open host.yaml` in the launcher. The settings
chosen here are baked into the `.archipelago` file that gets output with the other files after generation, so if you
are rolling locally, ensure this file is edited to your liking **before** rolling the seed. This file is overwritten
when running the Archipelago Installation software. If you have changed settings in this file, and would like to retain
them, you may rename the file to `options.yaml`.
installation folder. The settings chosen here are baked into the `.archipelago` file that gets output with the other
files after generation, so if you are rolling locally, ensure this file is edited to your liking **before** rolling the
seed. This file is overwritten when running the Archipelago Installation software. If you have changed settings in this
file, and would like to retain them, you may rename the file to `options.yaml`.
## Hosting an Archipelago Server

File diff suppressed because one or more lines are too long

View File

@@ -444,8 +444,6 @@ def set_rules(hylics2world):
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Alcove Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Lava Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Foglast: Under Lair Medallion", player),
lambda state: bridge_key(state, player))
add_rule(world.get_location("Foglast: Mid-Air Medallion", player),

View File

@@ -80,6 +80,11 @@ class KH2Context(CommonContext):
},
},
}
self.front_of_inventory = {
"Sora": 0x2546,
"Donald": 0x2658,
"Goofy": 0x276C,
}
self.kh2seedname = None
self.kh2slotdata = None
self.itemamount = {}
@@ -164,14 +169,6 @@ class KH2Context(CommonContext):
self.ability_code_list = None
self.master_growth = {"High Jump", "Quick Run", "Dodge Roll", "Aerial Dodge", "Glide"}
self.base_hp = 20
self.base_mp = 100
self.base_drive = 5
self.base_accessory_slots = 1
self.base_armor_slots = 1
self.base_item_slots = 3
self.front_ability_slots = [0x2546, 0x2658, 0x276C, 0x2548, 0x254A, 0x254C, 0x265A, 0x265C, 0x265E, 0x276E, 0x2770, 0x2772]
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(KH2Context, self).server_auth(password_requested)
@@ -222,12 +219,6 @@ class KH2Context(CommonContext):
def kh2_read_byte(self, address):
return int.from_bytes(self.kh2.read_bytes(self.kh2.base_address + address, 1), "big")
def kh2_read_int(self, address):
return self.kh2.read_int(self.kh2.base_address + address)
def kh2_write_int(self, address, value):
self.kh2.write_int(self.kh2.base_address + address, value)
def on_package(self, cmd: str, args: dict):
if cmd in {"RoomInfo"}:
self.kh2seedname = args['seed_name']
@@ -485,7 +476,7 @@ class KH2Context(CommonContext):
async def give_item(self, item, location):
try:
# 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
# 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
itemname = self.lookup_id_to_item[item]
itemdata = self.item_name_to_data[itemname]
# itemcode = self.kh2_item_name_to_id[itemname]
@@ -516,8 +507,6 @@ class KH2Context(CommonContext):
ability_slot = self.kh2_seed_save_cache["GoofyInvo"][1]
self.kh2_seed_save_cache["AmountInvo"]["Ability"][itemname].append(ability_slot)
self.kh2_seed_save_cache["GoofyInvo"][1] -= 2
if ability_slot in self.front_ability_slots:
self.front_ability_slots.remove(ability_slot)
elif len(self.kh2_seed_save_cache["AmountInvo"]["Ability"][itemname]) < \
self.AbilityQuantityDict[itemname]:
@@ -529,14 +518,11 @@ class KH2Context(CommonContext):
ability_slot = self.kh2_seed_save_cache["DonaldInvo"][0]
self.kh2_seed_save_cache["AmountInvo"]["Ability"][itemname].append(ability_slot)
self.kh2_seed_save_cache["DonaldInvo"][0] -= 2
else:
elif itemname in self.goofy_ability_set:
ability_slot = self.kh2_seed_save_cache["GoofyInvo"][0]
self.kh2_seed_save_cache["AmountInvo"]["Ability"][itemname].append(ability_slot)
self.kh2_seed_save_cache["GoofyInvo"][0] -= 2
if ability_slot in self.front_ability_slots:
self.front_ability_slots.remove(ability_slot)
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"]:
@@ -629,7 +615,7 @@ class KH2Context(CommonContext):
master_sell = master_equipment | master_staff | master_shield
await asyncio.create_task(self.IsInShop(master_sell))
# print(self.kh2_seed_save_cache["AmountInvo"]["Ability"])
for item_name in master_amount:
item_data = self.item_name_to_data[item_name]
amount_of_items = 0
@@ -687,10 +673,10 @@ class KH2Context(CommonContext):
self.kh2_write_short(self.Save + slot, item_data.memaddr)
# removes the duped ability if client gave faster than the game.
for ability in self.front_ability_slots:
if self.kh2_read_short(self.Save + ability) != 0:
print(f"removed {self.Save + ability} from {ability}")
self.kh2_write_short(self.Save + ability, 0)
for charInvo in {"Sora", "Donald", "Goofy"}:
if self.kh2_read_short(self.Save + self.front_of_inventory[charInvo]) != 0:
print(f"removed {self.Save + self.front_of_inventory[charInvo]} from {charInvo}")
self.kh2_write_short(self.Save + self.front_of_inventory[charInvo], 0)
# remove the dummy level 1 growths if they are in these invo slots.
for inventorySlot in {0x25CE, 0x25D0, 0x25D2, 0x25D4, 0x25D6, 0x25D8}:
@@ -754,60 +740,15 @@ class KH2Context(CommonContext):
self.kh2_write_byte(self.Save + item_data.memaddr, amount_of_items)
for item_name in master_stat:
item_data = self.item_name_to_data[item_name]
amount_of_items = 0
amount_of_items += self.kh2_seed_save_cache["AmountInvo"]["StatIncrease"][item_name]
if self.kh2_read_byte(self.Slot1 + 0x1B2) >= 5:
if item_name == ItemName.MaxHPUp:
if self.kh2_read_byte(self.Save + 0x2498) < 3: # Non-Critical
Bonus = 5
else: # Critical
Bonus = 2
if self.kh2_read_int(self.Slot1 + 0x004) != self.base_hp + (Bonus * amount_of_items):
self.kh2_write_int(self.Slot1 + 0x004, self.base_hp + (Bonus * amount_of_items))
elif item_name == ItemName.MaxMPUp:
if self.kh2_read_byte(self.Save + 0x2498) < 3: # Non-Critical
Bonus = 10
else: # Critical
Bonus = 5
if self.kh2_read_int(self.Slot1 + 0x184) != self.base_mp + (Bonus * amount_of_items):
self.kh2_write_int(self.Slot1 + 0x184, self.base_mp + (Bonus * amount_of_items))
elif item_name == ItemName.DriveGaugeUp:
current_max_drive = self.kh2_read_byte(self.Slot1 + 0x1B2)
# change when max drive is changed from 6 to 4
if current_max_drive < 9 and current_max_drive != self.base_drive + amount_of_items:
self.kh2_write_byte(self.Slot1 + 0x1B2, self.base_drive + amount_of_items)
elif item_name == ItemName.AccessorySlotUp:
current_accessory = self.kh2_read_byte(self.Save + 0x2501)
if current_accessory != self.base_accessory_slots + amount_of_items:
if 4 > current_accessory < self.base_accessory_slots + amount_of_items:
self.kh2_write_byte(self.Save + 0x2501, current_accessory + 1)
elif self.base_accessory_slots + amount_of_items < 4:
self.kh2_write_byte(self.Save + 0x2501, self.base_accessory_slots + amount_of_items)
elif item_name == ItemName.ArmorSlotUp:
current_armor_slots = self.kh2_read_byte(self.Save + 0x2500)
if current_armor_slots != self.base_armor_slots + amount_of_items:
if 4 > current_armor_slots < self.base_armor_slots + amount_of_items:
self.kh2_write_byte(self.Save + 0x2500, current_armor_slots + 1)
elif self.base_armor_slots + amount_of_items < 4:
self.kh2_write_byte(self.Save + 0x2500, self.base_armor_slots + amount_of_items)
elif item_name == ItemName.ItemSlotUp:
current_item_slots = self.kh2_read_byte(self.Save + 0x2502)
if current_item_slots != self.base_item_slots + amount_of_items:
if 8 > current_item_slots < self.base_item_slots + amount_of_items:
self.kh2_write_byte(self.Save + 0x2502, current_item_slots + 1)
elif self.base_item_slots + amount_of_items < 8:
self.kh2_write_byte(self.Save + 0x2502, self.base_item_slots + amount_of_items)
# if self.kh2_read_byte(self.Save + item_data.memaddr) != amount_of_items \
# and self.kh2_read_byte(self.Slot1 + 0x1B2) >= 5 and \
# self.kh2_read_byte(self.Save + 0x23DF) & 0x1 << 3 > 0 and self.kh2_read_byte(0x741320) in {10, 8}:
# self.kh2_write_byte(self.Save + item_data.memaddr, amount_of_items)
# if slot1 has 5 drive gauge and goa lost illusion is checked and they are not in a cutscene
if self.kh2_read_byte(self.Save + item_data.memaddr) != amount_of_items \
and self.kh2_read_byte(self.Slot1 + 0x1B2) >= 5 and \
self.kh2_read_byte(self.Save + 0x23DF) & 0x1 << 3 > 0 and self.kh2_read_byte(0x741320) in {10, 8}:
self.kh2_write_byte(self.Save + item_data.memaddr, amount_of_items)
if "PoptrackerVersionCheck" in self.kh2slotdata:
if self.kh2slotdata["PoptrackerVersionCheck"] > 4.2 and self.kh2_read_byte(self.Save + 0x3607) != 1: # telling the goa they are on version 4.3
self.kh2_write_byte(self.Save + 0x3607, 1)
@@ -821,8 +762,7 @@ class KH2Context(CommonContext):
def finishedGame(ctx: KH2Context, message):
if ctx.kh2slotdata['FinalXemnas'] == 1:
if not ctx.final_xemnas and ctx.kh2_read_byte(ctx.Save + all_world_locations[LocationName.FinalXemnas].addrObtained) \
& 0x1 << all_world_locations[LocationName.FinalXemnas].bitIndex > 0:
if not ctx.final_xemnas and ctx.kh2_loc_name_to_id[LocationName.FinalXemnas] in ctx.locations_checked:
ctx.final_xemnas = True
# three proofs
if ctx.kh2slotdata['Goal'] == 0:

View File

@@ -2,7 +2,22 @@ import typing
from BaseClasses import Item
from .Names import ItemName
from .Subclasses import ItemData
class KH2Item(Item):
game: str = "Kingdom Hearts 2"
class ItemData(typing.NamedTuple):
quantity: int = 0
kh2id: int = 0
# Save+ mem addr
memaddr: int = 0
# some items have bitmasks. if bitmask>0 bitor to give item else
bitmask: int = 0
# if ability then
ability: bool = False
# 0x130000
Reports_Table = {
@@ -194,7 +209,7 @@ Armor_Table = {
ItemName.GrandRibbon: ItemData(1, 157, 0x35D4),
}
Usefull_Table = {
ItemName.MickeyMunnyPouch: ItemData(1, 535, 0x3695), # 5000 munny per
ItemName.MickeyMunnyPouch: ItemData(1, 535, 0x3695), # 5000 munny per
ItemName.OletteMunnyPouch: ItemData(2, 362, 0x363C), # 2500 munny per
ItemName.HadesCupTrophy: ItemData(1, 537, 0x3696),
ItemName.UnknownDisk: ItemData(1, 462, 0x365F),
@@ -334,7 +349,7 @@ GoofyAbility_Table = {
Wincon_Table = {
ItemName.LuckyEmblem: ItemData(kh2id=367, memaddr=0x3641), # letter item
# ItemName.Victory: ItemData(kh2id=263, memaddr=0x111),
ItemName.Victory: ItemData(kh2id=263, memaddr=0x111),
ItemName.Bounty: ItemData(kh2id=461, memaddr=0x365E), # Dummy 14
# ItemName.UniversalKey:ItemData(,365,0x363F,0)#Tournament Poster
}

View File

@@ -1,9 +1,19 @@
import typing
from BaseClasses import Location
from .Names import LocationName, ItemName, RegionName
from .Subclasses import LocationData
from .Regions import KH2REGIONS
from .Names import LocationName, ItemName
class KH2Location(Location):
game: str = "Kingdom Hearts 2"
class LocationData(typing.NamedTuple):
locid: int
yml: str
charName: str = "Sora"
charNumber: int = 1
# data's addrcheck sys3 addr obtained roomid bit index is eventid
LoD_Checks = {
@@ -531,7 +541,7 @@ TWTNW_Checks = {
LocationName.Xemnas1: LocationData(26, "Double Get Bonus"),
LocationName.Xemnas1GetBonus: LocationData(26, "Second Get Bonus"),
LocationName.Xemnas1SecretAnsemReport13: LocationData(537, "Chest"),
# LocationName.FinalXemnas: LocationData(71, "Get Bonus"),
LocationName.FinalXemnas: LocationData(71, "Get Bonus"),
LocationName.XemnasDataPowerBoost: LocationData(554, "Chest"),
}
@@ -796,75 +806,74 @@ Atlantica_Checks = {
}
event_location_to_item = {
LocationName.HostileProgramEventLocation: ItemName.HostileProgramEvent,
LocationName.McpEventLocation: ItemName.McpEvent,
LocationName.HostileProgramEventLocation: ItemName.HostileProgramEvent,
LocationName.McpEventLocation: ItemName.McpEvent,
# LocationName.ASLarxeneEventLocation: ItemName.ASLarxeneEvent,
LocationName.DataLarxeneEventLocation: ItemName.DataLarxeneEvent,
LocationName.BarbosaEventLocation: ItemName.BarbosaEvent,
LocationName.GrimReaper1EventLocation: ItemName.GrimReaper1Event,
LocationName.GrimReaper2EventLocation: ItemName.GrimReaper2Event,
LocationName.DataLuxordEventLocation: ItemName.DataLuxordEvent,
LocationName.DataAxelEventLocation: ItemName.DataAxelEvent,
LocationName.CerberusEventLocation: ItemName.CerberusEvent,
LocationName.OlympusPeteEventLocation: ItemName.OlympusPeteEvent,
LocationName.HydraEventLocation: ItemName.HydraEvent,
LocationName.DataLarxeneEventLocation: ItemName.DataLarxeneEvent,
LocationName.BarbosaEventLocation: ItemName.BarbosaEvent,
LocationName.GrimReaper1EventLocation: ItemName.GrimReaper1Event,
LocationName.GrimReaper2EventLocation: ItemName.GrimReaper2Event,
LocationName.DataLuxordEventLocation: ItemName.DataLuxordEvent,
LocationName.DataAxelEventLocation: ItemName.DataAxelEvent,
LocationName.CerberusEventLocation: ItemName.CerberusEvent,
LocationName.OlympusPeteEventLocation: ItemName.OlympusPeteEvent,
LocationName.HydraEventLocation: ItemName.HydraEvent,
LocationName.OcPainAndPanicCupEventLocation: ItemName.OcPainAndPanicCupEvent,
LocationName.OcCerberusCupEventLocation: ItemName.OcCerberusCupEvent,
LocationName.HadesEventLocation: ItemName.HadesEvent,
LocationName.OcCerberusCupEventLocation: ItemName.OcCerberusCupEvent,
LocationName.HadesEventLocation: ItemName.HadesEvent,
# LocationName.ASZexionEventLocation: ItemName.ASZexionEvent,
LocationName.DataZexionEventLocation: ItemName.DataZexionEvent,
LocationName.Oc2TitanCupEventLocation: ItemName.Oc2TitanCupEvent,
LocationName.Oc2GofCupEventLocation: ItemName.Oc2GofCupEvent,
LocationName.DataZexionEventLocation: ItemName.DataZexionEvent,
LocationName.Oc2TitanCupEventLocation: ItemName.Oc2TitanCupEvent,
LocationName.Oc2GofCupEventLocation: ItemName.Oc2GofCupEvent,
# LocationName.Oc2CupsEventLocation: ItemName.Oc2CupsEventLocation,
LocationName.HadesCupEventLocations: ItemName.HadesCupEvents,
LocationName.PrisonKeeperEventLocation: ItemName.PrisonKeeperEvent,
LocationName.OogieBoogieEventLocation: ItemName.OogieBoogieEvent,
LocationName.ExperimentEventLocation: ItemName.ExperimentEvent,
LocationName.HadesCupEventLocations: ItemName.HadesCupEvents,
LocationName.PrisonKeeperEventLocation: ItemName.PrisonKeeperEvent,
LocationName.OogieBoogieEventLocation: ItemName.OogieBoogieEvent,
LocationName.ExperimentEventLocation: ItemName.ExperimentEvent,
# LocationName.ASVexenEventLocation: ItemName.ASVexenEvent,
LocationName.DataVexenEventLocation: ItemName.DataVexenEvent,
LocationName.ShanYuEventLocation: ItemName.ShanYuEvent,
LocationName.AnsemRikuEventLocation: ItemName.AnsemRikuEvent,
LocationName.StormRiderEventLocation: ItemName.StormRiderEvent,
LocationName.DataXigbarEventLocation: ItemName.DataXigbarEvent,
LocationName.RoxasEventLocation: ItemName.RoxasEvent,
LocationName.XigbarEventLocation: ItemName.XigbarEvent,
LocationName.LuxordEventLocation: ItemName.LuxordEvent,
LocationName.SaixEventLocation: ItemName.SaixEvent,
LocationName.XemnasEventLocation: ItemName.XemnasEvent,
LocationName.ArmoredXemnasEventLocation: ItemName.ArmoredXemnasEvent,
LocationName.ArmoredXemnas2EventLocation: ItemName.ArmoredXemnas2Event,
LocationName.DataVexenEventLocation: ItemName.DataVexenEvent,
LocationName.ShanYuEventLocation: ItemName.ShanYuEvent,
LocationName.AnsemRikuEventLocation: ItemName.AnsemRikuEvent,
LocationName.StormRiderEventLocation: ItemName.StormRiderEvent,
LocationName.DataXigbarEventLocation: ItemName.DataXigbarEvent,
LocationName.RoxasEventLocation: ItemName.RoxasEvent,
LocationName.XigbarEventLocation: ItemName.XigbarEvent,
LocationName.LuxordEventLocation: ItemName.LuxordEvent,
LocationName.SaixEventLocation: ItemName.SaixEvent,
LocationName.XemnasEventLocation: ItemName.XemnasEvent,
LocationName.ArmoredXemnasEventLocation: ItemName.ArmoredXemnasEvent,
LocationName.ArmoredXemnas2EventLocation: ItemName.ArmoredXemnas2Event,
# LocationName.FinalXemnasEventLocation: ItemName.FinalXemnasEvent,
LocationName.DataXemnasEventLocation: ItemName.DataXemnasEvent,
LocationName.ThresholderEventLocation: ItemName.ThresholderEvent,
LocationName.BeastEventLocation: ItemName.BeastEvent,
LocationName.DarkThornEventLocation: ItemName.DarkThornEvent,
LocationName.XaldinEventLocation: ItemName.XaldinEvent,
LocationName.DataXaldinEventLocation: ItemName.DataXaldinEvent,
LocationName.TwinLordsEventLocation: ItemName.TwinLordsEvent,
LocationName.GenieJafarEventLocation: ItemName.GenieJafarEvent,
LocationName.DataXemnasEventLocation: ItemName.DataXemnasEvent,
LocationName.ThresholderEventLocation: ItemName.ThresholderEvent,
LocationName.BeastEventLocation: ItemName.BeastEvent,
LocationName.DarkThornEventLocation: ItemName.DarkThornEvent,
LocationName.XaldinEventLocation: ItemName.XaldinEvent,
LocationName.DataXaldinEventLocation: ItemName.DataXaldinEvent,
LocationName.TwinLordsEventLocation: ItemName.TwinLordsEvent,
LocationName.GenieJafarEventLocation: ItemName.GenieJafarEvent,
# LocationName.ASLexaeusEventLocation: ItemName.ASLexaeusEvent,
LocationName.DataLexaeusEventLocation: ItemName.DataLexaeusEvent,
LocationName.ScarEventLocation: ItemName.ScarEvent,
LocationName.GroundShakerEventLocation: ItemName.GroundShakerEvent,
LocationName.DataSaixEventLocation: ItemName.DataSaixEvent,
LocationName.HBDemyxEventLocation: ItemName.HBDemyxEvent,
LocationName.ThousandHeartlessEventLocation: ItemName.ThousandHeartlessEvent,
LocationName.Mushroom13EventLocation: ItemName.Mushroom13Event,
LocationName.SephiEventLocation: ItemName.SephiEvent,
LocationName.DataDemyxEventLocation: ItemName.DataDemyxEvent,
LocationName.CorFirstFightEventLocation: ItemName.CorFirstFightEvent,
LocationName.CorSecondFightEventLocation: ItemName.CorSecondFightEvent,
LocationName.TransportEventLocation: ItemName.TransportEvent,
LocationName.OldPeteEventLocation: ItemName.OldPeteEvent,
LocationName.FuturePeteEventLocation: ItemName.FuturePeteEvent,
LocationName.DataLexaeusEventLocation: ItemName.DataLexaeusEvent,
LocationName.ScarEventLocation: ItemName.ScarEvent,
LocationName.GroundShakerEventLocation: ItemName.GroundShakerEvent,
LocationName.DataSaixEventLocation: ItemName.DataSaixEvent,
LocationName.HBDemyxEventLocation: ItemName.HBDemyxEvent,
LocationName.ThousandHeartlessEventLocation: ItemName.ThousandHeartlessEvent,
LocationName.Mushroom13EventLocation: ItemName.Mushroom13Event,
LocationName.SephiEventLocation: ItemName.SephiEvent,
LocationName.DataDemyxEventLocation: ItemName.DataDemyxEvent,
LocationName.CorFirstFightEventLocation: ItemName.CorFirstFightEvent,
LocationName.CorSecondFightEventLocation: ItemName.CorSecondFightEvent,
LocationName.TransportEventLocation: ItemName.TransportEvent,
LocationName.OldPeteEventLocation: ItemName.OldPeteEvent,
LocationName.FuturePeteEventLocation: ItemName.FuturePeteEvent,
# LocationName.ASMarluxiaEventLocation: ItemName.ASMarluxiaEvent,
LocationName.DataMarluxiaEventLocation: ItemName.DataMarluxiaEvent,
LocationName.TerraEventLocation: ItemName.TerraEvent,
LocationName.TwilightThornEventLocation: ItemName.TwilightThornEvent,
LocationName.Axel1EventLocation: ItemName.Axel1Event,
LocationName.Axel2EventLocation: ItemName.Axel2Event,
LocationName.DataRoxasEventLocation: ItemName.DataRoxasEvent,
LocationName.FinalXemnasEventLocation: ItemName.Victory,
LocationName.DataMarluxiaEventLocation: ItemName.DataMarluxiaEvent,
LocationName.TerraEventLocation: ItemName.TerraEvent,
LocationName.TwilightThornEventLocation: ItemName.TwilightThornEvent,
LocationName.Axel1EventLocation: ItemName.Axel1Event,
LocationName.Axel2EventLocation: ItemName.Axel2Event,
LocationName.DataRoxasEventLocation: ItemName.DataRoxasEvent,
}
all_weapon_slot = {
LocationName.FAKESlot,
@@ -1352,9 +1361,3 @@ exclusion_table = {
location for location, data in all_locations.items() if location not in event_location_to_item.keys() and location not in popups_set and location != LocationName.StationofSerenityPotion and data.yml == "Chest"
}
}
location_groups: typing.Dict[str, list]
location_groups = {
Region_Name: [loc for loc in Region_Locs if "Event" not in loc]
for Region_Name, Region_Locs in KH2REGIONS.items() if Region_Locs
}

View File

@@ -2,7 +2,7 @@ from dataclasses import dataclass
from Options import Choice, Range, Toggle, ItemDict, PerGameCommonOptions, StartInventoryPool
from . import default_itempool_option
from worlds.kh2 import default_itempool_option
class SoraEXP(Range):

View File

@@ -1,11 +1,9 @@
import typing
from BaseClasses import MultiWorld, Region
from . import Locations
from .Subclasses import KH2Location
from .Names import LocationName, RegionName
from .Items import Events_Table
from .Locations import KH2Location, event_location_to_item
from . import LocationName, RegionName, Events_Table
KH2REGIONS: typing.Dict[str, typing.List[str]] = {
"Menu": [],
@@ -790,7 +788,7 @@ KH2REGIONS: typing.Dict[str, typing.List[str]] = {
LocationName.ArmoredXemnas2EventLocation
],
RegionName.FinalXemnas: [
LocationName.FinalXemnasEventLocation
LocationName.FinalXemnas
],
RegionName.DataXemnas: [
LocationName.XemnasDataPowerBoost,
@@ -1022,8 +1020,7 @@ def create_regions(self):
multiworld.regions += [create_region(multiworld, player, active_locations, region, locations) for region, locations in
KH2REGIONS.items()]
# fill the event locations with events
for location, item in Locations.event_location_to_item.items():
for location, item in event_location_to_item.items():
multiworld.get_location(location, player).place_locked_item(
multiworld.worlds[player].create_event_item(item))

View File

@@ -1,7 +1,7 @@
from typing import Dict, Callable, TYPE_CHECKING
from BaseClasses import CollectionState
from .Items import exclusion_item_table, visit_locking_dict, DonaldAbility_Table, GoofyAbility_Table, SupportAbility_Table
from .Items import exclusion_item_table, visit_locking_dict, DonaldAbility_Table, GoofyAbility_Table
from .Locations import exclusion_table, popups_set, Goofy_Checks, Donald_Checks
from .Names import LocationName, ItemName, RegionName
from worlds.generic.Rules import add_rule, forbid_items, add_item_rule
@@ -83,8 +83,6 @@ class KH2Rules:
return state.has(ItemName.TornPages, self.player, amount)
def level_locking_unlock(self, state: CollectionState, amount):
if self.world.options.Promise_Charm and state.has(ItemName.PromiseCharm, self.player):
return True
return amount <= sum([state.count(item_name, self.player) for item_name in visit_locking_dict["2VisitLocking"]])
def summon_levels_unlocked(self, state: CollectionState, amount) -> bool:
@@ -226,7 +224,7 @@ class KH2WorldRules(KH2Rules):
RegionName.Pl2: lambda state: self.pl_unlocked(state, 2),
RegionName.Ag: lambda state: self.ag_unlocked(state, 1),
RegionName.Ag2: lambda state: self.ag_unlocked(state, 2) and self.kh2_has_all([ItemName.FireElement, ItemName.BlizzardElement, ItemName.ThunderElement], state),
RegionName.Ag2: lambda state: self.ag_unlocked(state, 2) and self.kh2_has_all([ItemName.FireElement,ItemName.BlizzardElement,ItemName.ThunderElement],state),
RegionName.Bc: lambda state: self.bc_unlocked(state, 1),
RegionName.Bc2: lambda state: self.bc_unlocked(state, 2),
@@ -268,11 +266,10 @@ class KH2WorldRules(KH2Rules):
add_item_rule(location, lambda item: item.player == self.player and item.name in GoofyAbility_Table.keys())
elif location.name in Donald_Checks:
add_item_rule(location, lambda item: item.player == self.player and item.name in DonaldAbility_Table.keys())
else:
add_item_rule(location, lambda item: item.player == self.player and item.name in SupportAbility_Table.keys())
def set_kh2_goal(self):
final_xemnas_location = self.multiworld.get_location(LocationName.FinalXemnasEventLocation, self.player)
final_xemnas_location = self.multiworld.get_location(LocationName.FinalXemnas, self.player)
if self.multiworld.Goal[self.player] == "three_proofs":
final_xemnas_location.access_rule = lambda state: self.kh2_has_all(three_proofs, state)
if self.multiworld.FinalXemnas[self.player]:
@@ -294,8 +291,8 @@ class KH2WorldRules(KH2Rules):
else:
self.multiworld.completion_condition[self.player] = lambda state: state.has(ItemName.Bounty, self.player, self.multiworld.BountyRequired[self.player].value)
else:
final_xemnas_location.access_rule = lambda state: state.has(ItemName.Bounty, self.player, self.multiworld.BountyRequired[self.player].value) and \
state.has(ItemName.LuckyEmblem, self.player, self.multiworld.LuckyEmblemsRequired[self.player].value)
final_xemnas_location.access_rule = lambda state: state.has(ItemName.Bounty, self.player, self.multiworld.BountyRequired[self.player].value) and\
state.has(ItemName.LuckyEmblem, self.player, self.multiworld.LuckyEmblemsRequired[self.player].value)
if self.multiworld.FinalXemnas[self.player]:
self.multiworld.completion_condition[self.player] = lambda state: state.has(ItemName.Victory, self.player, 1)
else:
@@ -421,7 +418,7 @@ class KH2FightRules(KH2Rules):
RegionName.DataLexaeus: lambda state: self.get_data_lexaeus_rules(state),
RegionName.OldPete: lambda state: self.get_old_pete_rules(),
RegionName.FuturePete: lambda state: self.get_future_pete_rules(state),
RegionName.Terra: lambda state: self.get_terra_rules(state) and state.has(ItemName.ProofofConnection, self.player),
RegionName.Terra: lambda state: self.get_terra_rules(state),
RegionName.DataMarluxia: lambda state: self.get_data_marluxia_rules(state),
RegionName.Barbosa: lambda state: self.get_barbosa_rules(state),
RegionName.GrimReaper1: lambda state: self.get_grim_reaper1_rules(),

View File

@@ -1,29 +0,0 @@
import typing
from BaseClasses import Location, Item
class KH2Location(Location):
game: str = "Kingdom Hearts 2"
class LocationData(typing.NamedTuple):
locid: int
yml: str
charName: str = "Sora"
charNumber: int = 1
class KH2Item(Item):
game: str = "Kingdom Hearts 2"
class ItemData(typing.NamedTuple):
quantity: int = 0
kh2id: int = 0
# Save+ mem addr
memaddr: int = 0
# some items have bitmasks. if bitmask>0 bitor to give item else
bitmask: int = 0
# if ability then
ability: bool = False

View File

@@ -12,7 +12,6 @@ from .OpenKH import patch_kh2
from .Options import KingdomHearts2Options
from .Regions import create_regions, connect_regions
from .Rules import *
from .Subclasses import KH2Item
def launch_client():
@@ -50,9 +49,7 @@ class KH2World(World):
for item_id, item in enumerate(item_dictionary_table.keys(), 0x130000)}
location_name_to_id = {item: location
for location, item in enumerate(all_locations.keys(), 0x130000)}
item_name_groups = item_groups
location_name_groups = location_groups
visitlocking_dict: Dict[str, int]
plando_locations: Dict[str, str]
@@ -256,8 +253,11 @@ class KH2World(World):
self.goofy_gen_early()
self.keyblade_gen_early()
# final xemnas isn't a location anymore
# self.total_locations -= 1
if self.multiworld.FinalXemnas[self.player]:
self.plando_locations[LocationName.FinalXemnas] = ItemName.Victory
else:
self.plando_locations[LocationName.FinalXemnas] = self.create_filler().name
self.total_locations -= 1
if self.options.WeaponSlotStartHint:
for location in all_weapon_slot:

View File

@@ -16,7 +16,6 @@ The [player settings page for this game](../player-settings) contains all the op
- Popups
- Get Bonuses
- Form Levels
- Summon Levels
- Sora's Levels
- Keyblade Stats
- Keyblade Abilities
@@ -24,7 +23,7 @@ The [player settings page for this game](../player-settings) contains all the op
<h2 style="text-transform:none";>What Kingdom Hearts 2 items can appear in other players' worlds?</h2>
Every item in the game except for abilities on weapons.
Every item in the game except for party members' abilities.
<h2 style="text-transform:none";>What is The Garden of Assemblage "GoA"?</h2>
@@ -74,8 +73,6 @@ The list of possible locations that can contain a bounty:
- Each of the 13 Data Fights
- Max level (7) for each Drive Form
- Max level (7) of Summons
- Last song of Atlantica
- Sephiroth
- Lingering Will
- Starry Hill
@@ -90,7 +87,6 @@ With the help of Shananas, Num, and ZakTheRobot we have many QoL features such a
- Faster Wardrobe.
- Faster Water Jafar Chase.
- Faster Bulky Vendors
- Carpet Skip.
- Start with Lion Dash.
- Faster Urns.

View File

@@ -7,14 +7,14 @@
<h2 style="text-transform:none";>Required Software:</h2>
`Kingdom Hearts II Final Mix` from the [Epic Games Store](https://store.epicgames.com/en-US/discover/kingdom-hearts)
- Follow this Guide to set up these requirements [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/)<br>
1. `3.2.0 OpenKH Mod Manager with Panacea`<br>
2. `Lua Backend from the OpenKH Mod Manager`
3. `Install the mod KH2FM-Mods-Num/GoA-ROM-Edition using OpenKH Mod Manager`<br>
1. `3.0.0 OpenKH Mod Manager with Panacea`<br>
2. `Install mod from KH2FM-Mods-Num/GoA-ROM-Edition`<br>
3. `Setup Lua Backend From the 3.0.0 KH2Randomizer.exe per the setup guide linked above`<br>
- Needed for Archipelago
1. [`ArchipelagoKH2Client.exe`](https://github.com/ArchipelagoMW/Archipelago/releases)<br>
2. `Install the mod from JaredWeakStrike/APCompanion using OpenKH Mod Manager`<br>
3. `Install the mod from KH2FM-Mods-equations19/auto-save using OpenKH Mod Manager`<br>
2. `Install mod from JaredWeakStrike/APCompanion`<br>
3. `Install mod from KH2FM-Mods-equations19/auto-save`<br>
4. `AP Randomizer Seed`
<h3 style="text-transform:none";>Required: Archipelago Companion Mod</h3>
@@ -68,8 +68,8 @@ Enter `The room's port number` into the top box <b> where the x's are</b> and pr
- Run the game in windows/borderless windowed mode. Fullscreen is stable but the game can crash if you alt-tab out.
- Make sure to save in a different save slot when playing in an async or disconnecting from the server to play a different seed
<h2 style="text-transform:none";>Logic Sheet</h2>
Have any questions on what's in logic? This spreadsheet made by Bulcon has the answer [Requirements/logic sheet](https://docs.google.com/spreadsheets/d/1nNi8ohEs1fv-sDQQRaP45o6NoRcMlLJsGckBonweDMY/edit?usp=sharing)
<h2 style="text-transform:none";>Requirement/logic sheet</h2>
Have any questions on what's in logic? This spreadsheet has the answer [Requirements/logic sheet](https://docs.google.com/spreadsheets/d/1Embae0t7pIrbzvX-NRywk7bTHHEvuFzzQBUUpSUL7Ak/edit?usp=sharing)
<h2 style="text-transform:none";>F.A.Q.</h2>
- Why is my HP/MP continuously increasing without stopping?

View File

@@ -399,26 +399,6 @@ class Palette(Choice):
option_pink = 4
option_inverted = 5
class Music(Choice, LADXROption):
"""
[Vanilla] Regular Music
[Shuffled] Shuffled Music
[Off] No music
"""
ladxr_name = "music"
option_vanilla = 0
option_shuffled = 1
option_off = 2
def to_ladxr_option(self, all_options):
s = ""
if self.value == self.option_shuffled:
s = "random"
elif self.value == self.option_off:
s = "off"
return self.ladxr_name, s
class WarpImprovements(DefaultOffToggle):
"""
[On] Adds remake style warp screen to the game. Choose your warp destination on the map after jumping in a portal and press B to select.
@@ -464,7 +444,6 @@ links_awakening_options: typing.Dict[str, typing.Type[Option]] = {
'shuffle_maps': ShuffleMaps,
'shuffle_compasses': ShuffleCompasses,
'shuffle_stone_beaks': ShuffleStoneBeaks,
'music': Music,
'music_change_condition': MusicChangeCondition,
'nag_messages': NagMessages,
'ap_title_screen': APTitleScreen,

View File

@@ -2,7 +2,7 @@
## Required Software
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `Links Awakening DX`
- Software capable of loading and playing GBC ROM files
- [RetroArch](https://retroarch.com?page=platforms) 1.10.3 or newer.
- [BizHawk](https://tasvideos.org/BizHawk) 2.8 or newer.
@@ -10,12 +10,11 @@
## Installation Procedures
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
file is located in the assets section at the bottom of the version information.**
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
This is your Links Awakening DX ROM file. This only needs to be done once..
1. Download and install LinksAwakeningClient from the link above, making sure to install the most recent version.
**The installer file is located in the assets section at the bottom of the version information**.
- During setup, you will be asked to locate your base ROM file. This is your Links Awakening DX ROM file.
3. You should assign your emulator as your default program for launching ROM
2. You should assign your emulator as your default program for launching ROM
files.
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
2. Right-click on a ROM file and select **Open with...**

View File

@@ -30,8 +30,8 @@ guide: [Basic Multiworld Setup Guide](/tutorial/Archipelago/setup/en)
### Where do I get a config file?
The [Player Settings Page](/games/Landstalker%20-%20The%20Treasures%20of%20King%20Nole/player-settings) on the website allows
you to easily configure your personal settings
The [Player Settings Page](../player-settings) on the website allows you to easily configure your personal settings
and export a config file from them.
## How-to-play

View File

@@ -1118,13 +1118,7 @@
id: Cross Room/Panel_north_missing
colors: green
tag: forbid
required_panel:
- room: Outside The Bold
panel: MOUTH
- room: Outside The Bold
panel: YEAST
- room: Outside The Bold
panel: WET
required_room: Outside The Bold
DIAMONDS:
id: Cross Room/Panel_diamonds_missing
colors: green
@@ -2641,6 +2635,12 @@
panels:
- OBSTACLE
The Colorful:
# The set of required_doors in the achievement panel should prevent
# generation from asking you to solve The Colorful before opening all of the
# doors. Access from the roof is included so that the painting here could be
# an entrance. The client will have to be hardcoded to not open the door to
# the achievement until all of the doors are open, whether by solving the
# panels or through receiving items.
entrances:
The Colorful (Gray):
room: The Colorful (Gray)
@@ -2651,53 +2651,31 @@
id: Countdown Panels/Panel_colorful_colorful
check: True
tag: forbid
required_panel:
required_door:
- room: The Colorful (White)
panel: BEGIN
door: Progress Door
- room: The Colorful (Black)
panel: FOUND
door: Progress Door
- room: The Colorful (Red)
panel: LOAF
door: Progress Door
- room: The Colorful (Yellow)
panel: CREAM
door: Progress Door
- room: The Colorful (Blue)
panel: SUN
door: Progress Door
- room: The Colorful (Purple)
panel: SPOON
door: Progress Door
- room: The Colorful (Orange)
panel: LETTERS
door: Progress Door
- room: The Colorful (Green)
panel: WALLS
door: Progress Door
- room: The Colorful (Brown)
panel: IRON
door: Progress Door
- room: The Colorful (Gray)
panel: OBSTACLE
door: Progress Door
achievement: The Colorful
paintings:
- id: arrows_painting_12
orientation: north
progression:
Progressive Colorful:
- room: The Colorful (White)
door: Progress Door
- room: The Colorful (Black)
door: Progress Door
- room: The Colorful (Red)
door: Progress Door
- room: The Colorful (Yellow)
door: Progress Door
- room: The Colorful (Blue)
door: Progress Door
- room: The Colorful (Purple)
door: Progress Door
- room: The Colorful (Orange)
door: Progress Door
- room: The Colorful (Green)
door: Progress Door
- room: The Colorful (Brown)
door: Progress Door
- room: The Colorful (Gray)
door: Progress Door
Welcome Back Area:
entrances:
Starting Room:
@@ -4224,6 +4202,9 @@
SIX:
id: Backside Room/Panel_six_six_5
tag: midwhite
colors:
- red
- yellow
hunt: True
required_door:
room: Number Hunt
@@ -4299,6 +4280,9 @@
SIX:
id: Backside Room/Panel_six_six_6
tag: midwhite
colors:
- red
- yellow
hunt: True
required_door:
room: Number Hunt
@@ -4420,14 +4404,9 @@
colors: blue
tag: forbid
required_panel:
- room: The Bearer (West)
panel: SMILE
- room: Outside The Bold
panel: MOUTH
- room: Outside The Bold
panel: YEAST
- room: Outside The Bold
panel: WET
room: The Bearer (West)
panel: SMILE
required_room: Outside The Bold
Cross Tower (South):
entrances: # No roof access
The Bearer (North):

View File

@@ -1452,4 +1452,3 @@ progression:
Progressive Fearless: 444470
Progressive Orange Tower: 444482
Progressive Art Gallery: 444563
Progressive Colorful: 444580

View File

@@ -28,10 +28,6 @@ class ItemData(NamedTuple):
# door shuffle is on and tower isn't progressive
return world.options.shuffle_doors != ShuffleDoors.option_none \
and not world.options.progressive_orange_tower
elif self.mode == "the colorful":
# complex door shuffle is on and colorful isn't progressive
return world.options.shuffle_doors == ShuffleDoors.option_complex \
and not world.options.progressive_colorful
elif self.mode == "complex door":
return world.options.shuffle_doors == ShuffleDoors.option_complex
elif self.mode == "door group":
@@ -74,8 +70,6 @@ def load_item_data():
if room_name in PROGRESSION_BY_ROOM and door_name in PROGRESSION_BY_ROOM[room_name]:
if room_name == "Orange Tower":
door_mode = "orange tower"
elif room_name == "The Colorful":
door_mode = "the colorful"
else:
door_mode = "special"

View File

@@ -21,13 +21,6 @@ class ProgressiveOrangeTower(DefaultOnToggle):
display_name = "Progressive Orange Tower"
class ProgressiveColorful(DefaultOnToggle):
"""When "Shuffle Doors" is on "complex", this setting governs the manner in which The Colorful opens up.
If off, there is an item for each room of The Colorful, meaning that random rooms in the middle of the sequence can open up without giving you access to them.
If on, there are ten progressive items, which open up the sequence from White forward."""
display_name = "Progressive Colorful"
class LocationChecks(Choice):
"""On "normal", there will be a location check for each panel set that would ordinarily open a door, as well as for
achievement panels and a small handful of other panels.
@@ -124,7 +117,6 @@ class DeathLink(Toggle):
class LingoOptions(PerGameCommonOptions):
shuffle_doors: ShuffleDoors
progressive_orange_tower: ProgressiveOrangeTower
progressive_colorful: ProgressiveColorful
location_checks: LocationChecks
shuffle_colors: ShuffleColors
shuffle_panels: ShufflePanels

View File

@@ -83,8 +83,7 @@ class LingoPlayerLogic:
def handle_non_grouped_door(self, room_name: str, door_data: Door, world: "LingoWorld"):
if room_name in PROGRESSION_BY_ROOM and door_data.name in PROGRESSION_BY_ROOM[room_name]:
if (room_name == "Orange Tower" and not world.options.progressive_orange_tower)\
or (room_name == "The Colorful" and not world.options.progressive_colorful):
if room_name == "Orange Tower" and not world.options.progressive_orange_tower:
self.set_door_item(room_name, door_data.name, door_data.item_name)
else:
progressive_item_name = PROGRESSION_BY_ROOM[room_name][door_data.name].item_name
@@ -224,7 +223,7 @@ class LingoPlayerLogic:
"kind of logic error.")
if door_shuffle != ShuffleDoors.option_none and location_classification != LocationClassification.insanity \
and not early_color_hallways:
and not early_color_hallways is False:
# If shuffle doors is on, force a useful item onto the HI panel. This may not necessarily get you out of BK,
# but the goal is to allow you to reach at least one more check. The non-painting ones are hardcoded right
# now. We only allow the entrance to the Pilgrim Room if color shuffle is off, because otherwise there are

View File

@@ -2,7 +2,7 @@
## Required Software
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client - Lufia II Ancient Cave Patch Setup`
- Hardware or software capable of loading and playing SNES ROM files
- An emulator capable of connecting to SNI
([snes9x rr](https://github.com/gocha/snes9x-rr/releases),
@@ -14,12 +14,11 @@ modded SNES minis are currently not supported by SNI**
## Installation Procedures
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
file is located in the assets section at the bottom of the version information.**
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
This is your American Lufia II - Rise of the Sinistrals ROM file. This only needs to be done once.
1. Download and install SNIClient from the link above, making sure to install the most recent version.
**The installer file is located in the assets section at the bottom of the version information**.
- During setup, you will be asked to locate your base ROM file. This is your American Lufia II - Rise of the Sinistrals ROM file.
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
2. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
files.
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
2. Right-click on a ROM file and select **Open with...**

View File

@@ -5,6 +5,7 @@
- Minecraft Java Edition from
the [Minecraft Java Edition Store Page](https://www.minecraft.net/en-us/store/minecraft-java-edition)
- Archipelago from the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
- (select `Minecraft Client` during installation.)
## Configuring your YAML file

View File

@@ -10,7 +10,8 @@ As we are using Bizhawk, this guide is only applicable to Windows and Linux syst
- Version 2.7.0 and later are supported.
- Detailed installation instructions for Bizhawk can be found at the above link.
- Windows users must run the prereq installer first, which can also be found at the above link.
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases).
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
(select `MegaMan Battle Network 3 Client` during installation).
- A US MegaMan Battle Network 3 Blue Rom. If you have the [MegaMan Battle Network Legacy Collection Vol. 1](https://store.steampowered.com/app/1798010/Mega_Man_Battle_Network_Legacy_Collection_Vol_1/)
on Steam, you can obtain a copy of this ROM from the game's files, see instructions below.

View File

@@ -34,7 +34,6 @@ class MuseDashCollections:
"Rush-Hour",
"Find this Month's Featured Playlist",
"PeroPero in the Universe",
"umpopoff"
]
album_items: Dict[str, AlbumData] = {}
@@ -82,22 +81,11 @@ class MuseDashCollections:
steamer_mode = sections[3] == "True"
if song_name in self.DIFF_OVERRIDES:
# These songs use non-standard difficulty values. Which are being overriden with standard values.
# But also avoid filling any missing difficulties (i.e. 0s) with a difficulty value.
if sections[4] != '0':
diff_of_easy = 4
else:
diff_of_easy = None
if sections[5] != '0':
diff_of_hard = 7
else:
diff_of_hard = None
if sections[6] != '0':
diff_of_master = 10
else:
diff_of_master = None
# Note: These difficulties may not actually be representative of these songs.
# The game does not provide these difficulties so they have to be filled in.
diff_of_easy = 4
diff_of_hard = 7
diff_of_master = 10
else:
diff_of_easy = self.parse_song_difficulty(sections[4])
diff_of_hard = self.parse_song_difficulty(sections[5])

View File

@@ -119,7 +119,7 @@ Prestige and Vestige|56-4|Give Up TREATMENT Vol.11|True|6|8|11|
Tiny Fate|56-5|Give Up TREATMENT Vol.11|False|7|9|11|
Tsuki ni Murakumo Hana ni Kaze|55-0|Touhou Mugakudan -2-|False|3|5|7|
Patchouli's - Best Hit GSK|55-1|Touhou Mugakudan -2-|False|3|5|8|
Monosugoi Space Shuttle de Koishi ga Monosugoi uta|55-2|Touhou Mugakudan -2-|False|3|5|7|11
Monosugoi Space Shuttle de Koishi ga Monosugoi uta|55-2|Touhou Mugakudan -2-|False|3|5|7|
Kakoinaki Yo wa Ichigo no Tsukikage|55-3|Touhou Mugakudan -2-|False|3|6|8|
Psychedelic Kizakura Doumei|55-4|Touhou Mugakudan -2-|False|4|7|10|
Mischievous Sensation|55-5|Touhou Mugakudan -2-|False|5|7|9|
@@ -501,12 +501,4 @@ slic.hertz|68-1|Gambler's Tricks|True|5|7|9|
Fuzzy-Navel|68-2|Gambler's Tricks|True|6|8|10|11
Swing Edge|68-3|Gambler's Tricks|True|4|8|10|
Twisted Escape|68-4|Gambler's Tricks|True|5|8|10|11
Swing Sweet Twee Dance|68-5|Gambler's Tricks|False|4|7|10|
Sanyousei SAY YA!!!|43-42|MD Plus Project|False|4|6|8|
YUKEMURI TAMAONSEN II|43-43|MD Plus Project|False|3|6|9|
Samayoi no mei Amatsu|69-0|Touhou Mugakudan -3-|False|4|6|9|
INTERNET SURVIVOR|69-1|Touhou Mugakudan -3-|False|5|8|10|
Shuki*RaiRai|69-2|Touhou Mugakudan -3-|False|5|7|9|
HELLOHELL|69-3|Touhou Mugakudan -3-|False|4|7|10|
Calamity Fortune|69-4|Touhou Mugakudan -3-|True|6|8|10|11
Tsurupettan|69-5|Touhou Mugakudan -3-|True|2|5|8|
Swing Sweet Twee Dance|68-5|Gambler's Tricks|False|4|7|10|

View File

@@ -36,7 +36,7 @@ class AdditionalSongs(Range):
- The final song count may be lower due to other settings.
"""
range_start = 15
range_end = 508 # Note will probably not reach this high if any other settings are done.
range_end = 500 # Note will probably not reach this high if any other settings are done.
default = 40
display_name = "Additional Song Count"

View File

@@ -328,6 +328,5 @@ class MuseDashWorld(World):
"victoryLocation": self.victory_song_name,
"deathLink": self.options.death_link.value,
"musicSheetWinCount": self.get_music_sheet_win_count(),
"gradeNeeded": self.options.grade_needed.value,
"hasFiller": True,
"gradeNeeded": self.options.grade_needed.value
}

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