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Author SHA1 Message Date
NewSoupVi
5e8af01cca Update options.py 2024-11-24 21:39:53 +01:00
871 changed files with 16170 additions and 69027 deletions

1
.gitattributes vendored
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@@ -1,2 +1 @@
worlds/blasphemous/region_data.py linguist-generated=true
worlds/yachtdice/YachtWeights.py linguist-generated=true

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@@ -1,21 +1,8 @@
{
"include": [
"../BizHawkClient.py",
"../Patch.py",
"../test/param.py",
"../test/general/test_groups.py",
"../test/general/test_helpers.py",
"../test/general/test_memory.py",
"../test/general/test_names.py",
"../test/multiworld/__init__.py",
"../test/multiworld/test_multiworlds.py",
"../test/netutils/__init__.py",
"../test/programs/__init__.py",
"../test/programs/test_multi_server.py",
"../test/utils/__init__.py",
"../test/webhost/test_descriptions.py",
"type_check.py",
"../worlds/AutoSNIClient.py",
"type_check.py"
"../Patch.py"
],
"exclude": [
@@ -29,7 +16,7 @@
"reportMissingImports": true,
"reportMissingTypeStubs": true,
"pythonVersion": "3.10",
"pythonVersion": "3.8",
"pythonPlatform": "Windows",
"executionEnvironments": [

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@@ -53,7 +53,7 @@ jobs:
- uses: actions/setup-python@v5
if: env.diff != ''
with:
python-version: '3.10'
python-version: 3.8
- name: "Install dependencies"
if: env.diff != ''
@@ -65,7 +65,7 @@ jobs:
continue-on-error: false
if: env.diff != '' && matrix.task == 'flake8'
run: |
flake8 --count --select=E9,F63,F7,F82 --ignore F824 --show-source --statistics ${{ env.diff }}
flake8 --count --select=E9,F63,F7,F82 --show-source --statistics ${{ env.diff }}
- name: "flake8: Lint modified files"
continue-on-error: true

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@@ -24,15 +24,14 @@ env:
jobs:
# build-release-macos: # LF volunteer
build-win: # RCs will still be built and signed by hand
build-win-py38: # RCs will still be built and signed by hand
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- name: Install python
uses: actions/setup-python@v5
with:
python-version: '~3.12.7'
check-latest: true
python-version: '3.8'
- name: Download run-time dependencies
run: |
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/${Env:ENEMIZER_VERSION}/win-x64.zip -OutFile enemizer.zip
@@ -99,8 +98,8 @@ jobs:
if-no-files-found: error
retention-days: 7 # keep for 7 days, should be enough
build-ubuntu2204:
runs-on: ubuntu-22.04
build-ubuntu2004:
runs-on: ubuntu-20.04
steps:
# - copy code below to release.yml -
- uses: actions/checkout@v4
@@ -112,11 +111,10 @@ jobs:
- name: Get a recent python
uses: actions/setup-python@v5
with:
python-version: '~3.12.7'
check-latest: true
python-version: '3.11'
- name: Install build-time dependencies
run: |
echo "PYTHON=python3.12" >> $GITHUB_ENV
echo "PYTHON=python3.11" >> $GITHUB_ENV
wget -nv https://github.com/AppImage/AppImageKit/releases/download/$APPIMAGETOOL_VERSION/appimagetool-x86_64.AppImage
chmod a+rx appimagetool-x86_64.AppImage
./appimagetool-x86_64.AppImage --appimage-extract
@@ -132,7 +130,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer
"${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"

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

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@@ -29,8 +29,8 @@ jobs:
# build-release-windows: # this is done by hand because of signing
# build-release-macos: # LF volunteer
build-release-ubuntu2204:
runs-on: ubuntu-22.04
build-release-ubuntu2004:
runs-on: ubuntu-20.04
steps:
- name: Set env
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
@@ -44,11 +44,10 @@ jobs:
- name: Get a recent python
uses: actions/setup-python@v5
with:
python-version: '~3.12.7'
check-latest: true
python-version: '3.11'
- name: Install build-time dependencies
run: |
echo "PYTHON=python3.12" >> $GITHUB_ENV
echo "PYTHON=python3.11" >> $GITHUB_ENV
wget -nv https://github.com/AppImage/AppImageKit/releases/download/$APPIMAGETOOL_VERSION/appimagetool-x86_64.AppImage
chmod a+rx appimagetool-x86_64.AppImage
./appimagetool-x86_64.AppImage --appimage-extract
@@ -64,7 +63,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer
"${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"

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@@ -40,10 +40,10 @@ jobs:
run: |
wget https://apt.llvm.org/llvm.sh
chmod +x ./llvm.sh
sudo ./llvm.sh 19
sudo ./llvm.sh 17
- name: Install scan-build command
run: |
sudo apt install clang-tools-19
sudo apt install clang-tools-17
- name: Get a recent python
uses: actions/setup-python@v5
with:
@@ -56,7 +56,7 @@ jobs:
- name: scan-build
run: |
source venv/bin/activate
scan-build-19 --status-bugs -o scan-build-reports -disable-checker deadcode.DeadStores python setup.py build -y
scan-build-17 --status-bugs -o scan-build-reports -disable-checker deadcode.DeadStores python setup.py build -y
- name: Store report
if: failure()
uses: actions/upload-artifact@v4

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

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@@ -33,11 +33,13 @@ jobs:
matrix:
os: [ubuntu-latest]
python:
- {version: '3.8'}
- {version: '3.9'}
- {version: '3.10'}
- {version: '3.11'}
- {version: '3.12'}
include:
- python: {version: '3.10'} # old compat
- python: {version: '3.8'} # win7 compat
os: windows-latest
- python: {version: '3.12'} # current
os: windows-latest

2
.gitignore vendored
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@@ -4,13 +4,11 @@
*_Spoiler.txt
*.bmbp
*.apbp
*.apcivvi
*.apl2ac
*.apm3
*.apmc
*.apz5
*.aptloz
*.aptww
*.apemerald
*.pyc
*.pyd

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

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@@ -1,16 +1,18 @@
from __future__ import annotations
import collections
import itertools
import functools
import logging
import random
import secrets
import typing # this can go away when Python 3.8 support is dropped
from argparse import Namespace
from collections import Counter, deque
from collections.abc import Collection, MutableSequence
from enum import IntEnum, IntFlag
from typing import (AbstractSet, Any, Callable, ClassVar, Dict, Iterable, Iterator, List, Mapping, NamedTuple,
Optional, Protocol, Set, Tuple, Union, TYPE_CHECKING)
Optional, Protocol, Set, Tuple, Union, Type)
from typing_extensions import NotRequired, TypedDict
@@ -18,8 +20,7 @@ import NetUtils
import Options
import Utils
if TYPE_CHECKING:
from entrance_rando import ERPlacementState
if typing.TYPE_CHECKING:
from worlds import AutoWorld
@@ -230,7 +231,7 @@ class MultiWorld():
for player in self.player_ids:
world_type = AutoWorld.AutoWorldRegister.world_types[self.game[player]]
self.worlds[player] = world_type(self, player)
options_dataclass: type[Options.PerGameCommonOptions] = world_type.options_dataclass
options_dataclass: typing.Type[Options.PerGameCommonOptions] = world_type.options_dataclass
self.worlds[player].options = options_dataclass(**{option_key: getattr(args, option_key)[player]
for option_key in options_dataclass.type_hints})
@@ -427,12 +428,12 @@ class MultiWorld():
def get_location(self, location_name: str, player: int) -> Location:
return self.regions.location_cache[player][location_name]
def get_all_state(self, use_cache: bool, allow_partial_entrances: bool = False) -> CollectionState:
def get_all_state(self, use_cache: bool) -> CollectionState:
cached = getattr(self, "_all_state", None)
if use_cache and cached:
return cached.copy()
ret = CollectionState(self, allow_partial_entrances)
ret = CollectionState(self)
for item in self.itempool:
self.worlds[item.player].collect(ret, item)
@@ -605,49 +606,6 @@ class MultiWorld():
state.collect(location.item, True, location)
locations -= sphere
def get_sendable_spheres(self) -> Iterator[Set[Location]]:
"""
yields a set of multiserver sendable locations (location.item.code: int) for each logical sphere
If there are unreachable locations, the last sphere of reachable locations is followed by an empty set,
and then a set of all of the unreachable locations.
"""
state = CollectionState(self)
locations: Set[Location] = set()
events: Set[Location] = set()
for location in self.get_filled_locations():
if type(location.item.code) is int and type(location.address) is int:
locations.add(location)
else:
events.add(location)
while locations:
sphere: Set[Location] = set()
# cull events out
done_events: Set[Union[Location, None]] = {None}
while done_events:
done_events = set()
for event in events:
if event.can_reach(state):
state.collect(event.item, True, event)
done_events.add(event)
events -= done_events
for location in locations:
if location.can_reach(state):
sphere.add(location)
yield sphere
if not sphere:
if locations:
yield locations # unreachable locations
break
for location in sphere:
state.collect(location.item, True, location)
locations -= sphere
def fulfills_accessibility(self, state: Optional[CollectionState] = None):
"""Check if accessibility rules are fulfilled with current or supplied state."""
if not state:
@@ -718,11 +676,10 @@ class CollectionState():
path: Dict[Union[Region, Entrance], PathValue]
locations_checked: Set[Location]
stale: Dict[int, bool]
allow_partial_entrances: bool
additional_init_functions: List[Callable[[CollectionState, MultiWorld], None]] = []
additional_copy_functions: List[Callable[[CollectionState, CollectionState], CollectionState]] = []
def __init__(self, parent: MultiWorld, allow_partial_entrances: bool = False):
def __init__(self, parent: MultiWorld):
self.prog_items = {player: Counter() for player in parent.get_all_ids()}
self.multiworld = parent
self.reachable_regions = {player: set() for player in parent.get_all_ids()}
@@ -731,7 +688,6 @@ class CollectionState():
self.path = {}
self.locations_checked = set()
self.stale = {player: True for player in parent.get_all_ids()}
self.allow_partial_entrances = allow_partial_entrances
for function in self.additional_init_functions:
function(self, parent)
for items in parent.precollected_items.values():
@@ -766,8 +722,6 @@ class CollectionState():
if new_region in reachable_regions:
blocked_connections.remove(connection)
elif connection.can_reach(self):
if self.allow_partial_entrances and not new_region:
continue
assert new_region, f"tried to search through an Entrance \"{connection}\" with no connected Region"
reachable_regions.add(new_region)
blocked_connections.remove(connection)
@@ -793,9 +747,7 @@ class CollectionState():
if new_region in reachable_regions:
blocked_connections.remove(connection)
elif connection.can_reach(self):
if self.allow_partial_entrances and not new_region:
continue
assert new_region, f"tried to search through an Entrance \"{connection}\" with no connected Region"
assert new_region, f"tried to search through an Entrance \"{connection}\" with no Region"
reachable_regions.add(new_region)
blocked_connections.remove(connection)
blocked_connections.update(new_region.exits)
@@ -815,7 +767,6 @@ class CollectionState():
ret.advancements = self.advancements.copy()
ret.path = self.path.copy()
ret.locations_checked = self.locations_checked.copy()
ret.allow_partial_entrances = self.allow_partial_entrances
for function in self.additional_copy_functions:
ret = function(self, ret)
return ret
@@ -869,40 +820,21 @@ class CollectionState():
def has(self, item: str, player: int, count: int = 1) -> bool:
return self.prog_items[player][item] >= count
# for loops are specifically used in all/any/count methods, instead of all()/any()/sum(), to avoid the overhead of
# creating and iterating generator instances. In `return all(player_prog_items[item] for item in items)`, the
# argument to all() would be a new generator instance, for example.
def has_all(self, items: Iterable[str], player: int) -> bool:
"""Returns True if each item name of items is in state at least once."""
player_prog_items = self.prog_items[player]
for item in items:
if not player_prog_items[item]:
return False
return True
return all(self.prog_items[player][item] for item in items)
def has_any(self, items: Iterable[str], player: int) -> bool:
"""Returns True if at least one item name of items is in state at least once."""
player_prog_items = self.prog_items[player]
for item in items:
if player_prog_items[item]:
return True
return False
return any(self.prog_items[player][item] for item in items)
def has_all_counts(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if each item name is in the state at least as many times as specified."""
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] < count:
return False
return True
return all(self.prog_items[player][item] >= count for item, count in item_counts.items())
def has_any_count(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if at least one item name is in the state at least as many times as specified."""
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] >= count:
return True
return False
return any(self.prog_items[player][item] >= count for item, count in item_counts.items())
def count(self, item: str, player: int) -> int:
return self.prog_items[player][item]
@@ -930,20 +862,11 @@ class CollectionState():
def count_from_list(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state."""
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
total += player_prog_items[item_name]
return total
return sum(self.prog_items[player][item_name] for item_name in items)
def count_from_list_unique(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state. Ignores duplicates of the same item."""
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
if player_prog_items[item_name] > 0:
total += 1
return total
return sum(self.prog_items[player][item_name] > 0 for item_name in items)
# item name group related
def has_group(self, item_name_group: str, player: int, count: int = 1) -> bool:
@@ -1008,11 +931,6 @@ class CollectionState():
self.stale[item.player] = True
class EntranceType(IntEnum):
ONE_WAY = 1
TWO_WAY = 2
class Entrance:
access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True)
hide_path: bool = False
@@ -1020,24 +938,19 @@ class Entrance:
name: str
parent_region: Optional[Region]
connected_region: Optional[Region] = None
randomization_group: int
randomization_type: EntranceType
# LttP specific, TODO: should make a LttPEntrance
addresses = None
target = None
def __init__(self, player: int, name: str = "", parent: Optional[Region] = None,
randomization_group: int = 0, randomization_type: EntranceType = EntranceType.ONE_WAY) -> None:
def __init__(self, player: int, name: str = "", parent: Optional[Region] = None) -> None:
self.name = name
self.parent_region = parent
self.player = player
self.randomization_group = randomization_group
self.randomization_type = randomization_type
def can_reach(self, state: CollectionState) -> bool:
assert self.parent_region, f"called can_reach on an Entrance \"{self}\" with no parent_region"
if self.parent_region.can_reach(state) and self.access_rule(state):
if not self.hide_path and self not in state.path:
if not self.hide_path and not self in state.path:
state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
return True
@@ -1049,32 +962,6 @@ class Entrance:
self.addresses = addresses
region.entrances.append(self)
def is_valid_source_transition(self, er_state: "ERPlacementState") -> bool:
"""
Determines whether this is a valid source transition, that is, whether the entrance
randomizer is allowed to pair it to place any other regions. By default, this is the
same as a reachability check, but can be modified by Entrance implementations to add
other restrictions based on the placement state.
:param er_state: The current (partial) state of the ongoing entrance randomization
"""
return self.can_reach(er_state.collection_state)
def can_connect_to(self, other: Entrance, dead_end: bool, er_state: "ERPlacementState") -> bool:
"""
Determines whether a given Entrance is a valid target transition, that is, whether
the entrance randomizer is allowed to pair this Entrance to that Entrance. By default,
only allows connection between entrances of the same type (one ways only go to one ways,
two ways always go to two ways) and prevents connecting an exit to itself in coupled mode.
:param other: The proposed Entrance to connect to
:param dead_end: Whether the other entrance considered a dead end by Entrance randomization
:param er_state: The current (partial) state of the ongoing entrance randomization
"""
# the implementation of coupled causes issues for self-loops since the reverse entrance will be the
# same as the forward entrance. In uncoupled they are ok.
return self.randomization_type == other.randomization_type and (not er_state.coupled or self.name != other.name)
def __repr__(self):
multiworld = self.parent_region.multiworld if self.parent_region else None
return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})'
@@ -1088,7 +975,7 @@ class Region:
entrances: List[Entrance]
exits: List[Entrance]
locations: List[Location]
entrance_type: ClassVar[type[Entrance]] = Entrance
entrance_type: ClassVar[Type[Entrance]] = Entrance
class Register(MutableSequence):
region_manager: MultiWorld.RegionManager
@@ -1106,9 +993,6 @@ class Region:
def __len__(self) -> int:
return self._list.__len__()
def __iter__(self):
return iter(self._list)
# This seems to not be needed, but that's a bit suspicious.
# def __del__(self):
# self.clear()
@@ -1191,7 +1075,7 @@ class Region:
return entrance.parent_region.get_connecting_entrance(is_main_entrance)
def add_locations(self, locations: Dict[str, Optional[int]],
location_type: Optional[type[Location]] = None) -> None:
location_type: Optional[Type[Location]] = None) -> None:
"""
Adds locations to the Region object, where location_type is your Location class and locations is a dict of
location names to address.
@@ -1227,18 +1111,8 @@ class Region:
self.exits.append(exit_)
return exit_
def create_er_target(self, name: str) -> Entrance:
"""
Creates and returns an Entrance object as an entrance to this region
:param name: name of the Entrance being created
"""
entrance = self.entrance_type(self.player, name)
entrance.connect(self)
return entrance
def add_exits(self, exits: Union[Iterable[str], Dict[str, Optional[str]]],
rules: Dict[str, Callable[[CollectionState], bool]] = None) -> List[Entrance]:
rules: Dict[str, Callable[[CollectionState], bool]] = None) -> None:
"""
Connects current region to regions in exit dictionary. Passed region names must exist first.
@@ -1248,14 +1122,10 @@ class Region:
"""
if not isinstance(exits, Dict):
exits = dict.fromkeys(exits)
return [
self.connect(
self.multiworld.get_region(connecting_region, self.player),
name,
rules[connecting_region] if rules and connecting_region in rules else None,
)
for connecting_region, name in exits.items()
]
for connecting_region, name in exits.items():
self.connect(self.multiworld.get_region(connecting_region, self.player),
name,
rules[connecting_region] if rules and connecting_region in rules else None)
def __repr__(self):
return self.multiworld.get_name_string_for_object(self) if self.multiworld else f'{self.name} (Player {self.player})'
@@ -1313,6 +1183,9 @@ class Location:
multiworld = self.parent_region.multiworld if self.parent_region and self.parent_region.multiworld else None
return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})'
def __hash__(self):
return hash((self.name, self.player))
def __lt__(self, other: Location):
return (self.player, self.name) < (other.player, other.name)
@@ -1336,26 +1209,13 @@ class Location:
class ItemClassification(IntFlag):
filler = 0b0000
""" aka trash, as in filler items like ammo, currency etc """
progression = 0b0001
""" Item that is logically relevant.
Protects this item from being placed on excluded or unreachable locations. """
useful = 0b0010
""" Item that is especially useful.
Protects this item from being placed on excluded or unreachable locations.
When combined with another flag like "progression", it means "an especially useful progression item". """
trap = 0b0100
""" Item that is detrimental in some way. """
skip_balancing = 0b1000
""" should technically never occur on its own
Item that is logically relevant, but progression balancing should not touch.
Typically currency or other counted items. """
filler = 0b0000 # aka trash, as in filler items like ammo, currency etc,
progression = 0b0001 # Item that is logically relevant
useful = 0b0010 # Item that is generally quite useful, but not required for anything logical
trap = 0b0100 # detrimental item
skip_balancing = 0b1000 # should technically never occur on its own
# Item that is logically relevant, but progression balancing should not touch.
# Typically currency or other counted items.
progression_skip_balancing = 0b1001 # only progression gets balanced
def as_flag(self) -> int:
@@ -1404,10 +1264,6 @@ class Item:
def trap(self) -> bool:
return ItemClassification.trap in self.classification
@property
def filler(self) -> bool:
return not (self.advancement or self.useful or self.trap)
@property
def excludable(self) -> bool:
return not (self.advancement or self.useful)
@@ -1416,10 +1272,6 @@ class Item:
def flags(self) -> int:
return self.classification.as_flag()
@property
def is_event(self) -> bool:
return self.code is None
def __eq__(self, other: object) -> bool:
if not isinstance(other, Item):
return NotImplemented
@@ -1534,21 +1386,14 @@ class Spoiler:
# second phase, sphere 0
removed_precollected: List[Item] = []
for precollected_items in multiworld.precollected_items.values():
# The list of items is mutated by removing one item at a time to determine if each item is required to beat
# the game, and re-adding that item if it was required, so a copy needs to be made before iterating.
for item in precollected_items.copy():
if not item.advancement:
continue
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
precollected_items.remove(item)
multiworld.state.remove(item)
if not multiworld.can_beat_game():
# Add the item back into `precollected_items` and collect it into `multiworld.state`.
multiworld.push_precollected(item)
else:
removed_precollected.append(item)
for item in (i for i in chain.from_iterable(multiworld.precollected_items.values()) if i.advancement):
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
multiworld.precollected_items[item.player].remove(item)
multiworld.state.remove(item)
if not multiworld.can_beat_game():
multiworld.push_precollected(item)
else:
removed_precollected.append(item)
# we are now down to just the required progress items in collection_spheres. Unfortunately
# the previous pruning stage could potentially have made certain items dependant on others
@@ -1687,7 +1532,7 @@ class Spoiler:
[f" {location}: {item}" for (location, item) in sphere.items()] if isinstance(sphere, dict) else
[f" {item}" for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()]))
if self.unreachables:
outfile.write('\n\nUnreachable Progression Items:\n\n')
outfile.write('\n\nUnreachable Items:\n\n')
outfile.write(
'\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))

View File

@@ -23,7 +23,7 @@ if __name__ == "__main__":
from MultiServer import CommandProcessor
from NetUtils import (Endpoint, decode, NetworkItem, encode, JSONtoTextParser, ClientStatus, Permission, NetworkSlot,
RawJSONtoTextParser, add_json_text, add_json_location, add_json_item, JSONTypes, HintStatus, SlotType)
RawJSONtoTextParser, add_json_text, add_json_location, add_json_item, JSONTypes, SlotType)
from Utils import Version, stream_input, async_start
from worlds import network_data_package, AutoWorldRegister
import os
@@ -31,7 +31,6 @@ import ssl
if typing.TYPE_CHECKING:
import kvui
import argparse
logger = logging.getLogger("Client")
@@ -413,8 +412,6 @@ class CommonContext:
await self.server.socket.close()
if self.server_task is not None:
await self.server_task
if self.ui:
self.ui.update_hints()
async def send_msgs(self, msgs: typing.List[typing.Any]) -> None:
""" `msgs` JSON serializable """
@@ -461,13 +458,6 @@ class CommonContext:
await self.send_msgs([payload])
await self.send_msgs([{"cmd": "Get", "keys": ["_read_race_mode"]}])
async def check_locations(self, locations: typing.Collection[int]) -> set[int]:
"""Send new location checks to the server. Returns the set of actually new locations that were sent."""
locations = set(locations) & self.missing_locations
if locations:
await self.send_msgs([{"cmd": 'LocationChecks', "locations": tuple(locations)}])
return locations
async def console_input(self) -> str:
if self.ui:
self.ui.focus_textinput()
@@ -561,14 +551,7 @@ class CommonContext:
await self.ui_task
if self.input_task:
self.input_task.cancel()
# Hints
def update_hint(self, location: int, finding_player: int, status: typing.Optional[HintStatus]) -> None:
msg = {"cmd": "UpdateHint", "location": location, "player": finding_player}
if status is not None:
msg["status"] = status
async_start(self.send_msgs([msg]), name="update_hint")
# DataPackage
async def prepare_data_package(self, relevant_games: typing.Set[str],
remote_date_package_versions: typing.Dict[str, int],
@@ -625,6 +608,9 @@ class CommonContext:
def consume_network_data_package(self, data_package: dict):
self.update_data_package(data_package)
current_cache = Utils.persistent_load().get("datapackage", {}).get("games", {})
current_cache.update(data_package["games"])
Utils.persistent_store("datapackage", "games", current_cache)
logger.info(f"Got new ID/Name DataPackage for {', '.join(data_package['games'])}")
for game, game_data in data_package["games"].items():
Utils.store_data_package_for_checksum(game, game_data)
@@ -707,16 +693,8 @@ class CommonContext:
logger.exception(msg, exc_info=exc_info, extra={'compact_gui': True})
self._messagebox_connection_loss = self.gui_error(msg, exc_info[1])
def make_gui(self) -> "type[kvui.GameManager]":
"""
To return the Kivy `App` class needed for `run_gui` so it can be overridden before being built
Common changes are changing `base_title` to update the window title of the client and
updating `logging_pairs` to automatically make new tabs that can be filled with their respective logger.
ex. `logging_pairs.append(("Foo", "Bar"))`
will add a "Bar" tab which follows the logger returned from `logging.getLogger("Foo")`
"""
def make_gui(self) -> typing.Type["kvui.GameManager"]:
"""To return the Kivy App class needed for run_gui so it can be overridden before being built"""
from kvui import GameManager
class TextManager(GameManager):
@@ -905,7 +883,6 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
ctx.disconnected_intentionally = True
ctx.event_invalid_game()
elif 'IncompatibleVersion' in errors:
ctx.disconnected_intentionally = True
raise Exception('Server reported your client version as incompatible. '
'This probably means you have to update.')
elif 'InvalidItemsHandling' in errors:
@@ -1056,32 +1033,6 @@ def get_base_parser(description: typing.Optional[str] = None):
return parser
def handle_url_arg(args: "argparse.Namespace",
parser: "typing.Optional[argparse.ArgumentParser]" = None) -> "argparse.Namespace":
"""
Parse the url arg "archipelago://name:pass@host:port" from launcher into correct launch args for CommonClient
If alternate data is required the urlparse response is saved back to args.url if valid
"""
if not args.url:
return args
url = urllib.parse.urlparse(args.url)
if url.scheme != "archipelago":
if not parser:
parser = get_base_parser()
parser.error(f"bad url, found {args.url}, expected url in form of archipelago://archipelago.gg:38281")
return args
args.url = url
args.connect = url.netloc
if url.username:
args.name = urllib.parse.unquote(url.username)
if url.password:
args.password = urllib.parse.unquote(url.password)
return args
def run_as_textclient(*args):
class TextContext(CommonContext):
# Text Mode to use !hint and such with games that have no text entry
@@ -1094,7 +1045,7 @@ def run_as_textclient(*args):
if password_requested and not self.password:
await super(TextContext, self).server_auth(password_requested)
await self.get_username()
await self.send_connect(game="")
await self.send_connect()
def on_package(self, cmd: str, args: dict):
if cmd == "Connected":
@@ -1123,10 +1074,20 @@ def run_as_textclient(*args):
parser.add_argument("url", nargs="?", help="Archipelago connection url")
args = parser.parse_args(args)
args = handle_url_arg(args, parser=parser)
# handle if text client is launched using the "archipelago://name:pass@host:port" url from webhost
if args.url:
url = urllib.parse.urlparse(args.url)
if url.scheme == "archipelago":
args.connect = url.netloc
if url.username:
args.name = urllib.parse.unquote(url.username)
if url.password:
args.password = urllib.parse.unquote(url.password)
else:
parser.error(f"bad url, found {args.url}, expected url in form of archipelago://archipelago.gg:38281")
# use colorama to display colored text highlighting on windows
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main(args))
colorama.deinit()

View File

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

127
Fill.py
View File

@@ -36,8 +36,7 @@ def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item]
def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
item_pool: typing.List[Item], single_player_placement: bool = False, lock: bool = False,
swap: bool = True, on_place: typing.Optional[typing.Callable[[Location], None]] = None,
allow_partial: bool = False, allow_excluded: bool = False, one_item_per_player: bool = True,
name: str = "Unknown") -> None:
allow_partial: bool = False, allow_excluded: bool = False, name: str = "Unknown") -> None:
"""
:param multiworld: Multiworld to be filled.
:param base_state: State assumed before fill.
@@ -64,24 +63,14 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
placed = 0
while any(reachable_items.values()) and locations:
if one_item_per_player:
# grab one item per player
items_to_place = [items.pop()
for items in reachable_items.values() if items]
else:
next_player = multiworld.random.choice([player for player, items in reachable_items.items() if items])
items_to_place = []
if item_pool:
items_to_place.append(reachable_items[next_player].pop())
# grab one item per player
items_to_place = [items.pop()
for items in reachable_items.values() if items]
for item in items_to_place:
# The items added into `reachable_items` are placed starting from the end of each deque in
# `reachable_items`, so the items being placed are more likely to be found towards the end of `item_pool`.
for p, pool_item in enumerate(reversed(item_pool), start=1):
for p, pool_item in enumerate(item_pool):
if pool_item is item:
del item_pool[-p]
item_pool.pop(p)
break
maximum_exploration_state = sweep_from_pool(
base_state, item_pool + unplaced_items, multiworld.get_filled_locations(item.player)
if single_player_placement else None)
@@ -237,30 +226,18 @@ def remaining_fill(multiworld: MultiWorld,
locations: typing.List[Location],
itempool: typing.List[Item],
name: str = "Remaining",
move_unplaceable_to_start_inventory: bool = False,
check_location_can_fill: bool = False) -> None:
move_unplaceable_to_start_inventory: bool = False) -> None:
unplaced_items: typing.List[Item] = []
placements: typing.List[Location] = []
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
total = min(len(itempool), len(locations))
placed = 0
# Optimisation: Decide whether to do full location.can_fill check (respect excluded), or only check the item rule
if check_location_can_fill:
state = CollectionState(multiworld)
def location_can_fill_item(location_to_fill: Location, item_to_fill: Item):
return location_to_fill.can_fill(state, item_to_fill, check_access=False)
else:
def location_can_fill_item(location_to_fill: Location, item_to_fill: Item):
return location_to_fill.item_rule(item_to_fill)
while locations and itempool:
item_to_place = itempool.pop()
spot_to_fill: typing.Optional[Location] = None
for i, location in enumerate(locations):
if location_can_fill_item(location, item_to_place):
if location.item_rule(item_to_place):
# popping by index is faster than removing by content,
spot_to_fill = locations.pop(i)
# skipping a scan for the element
@@ -281,7 +258,7 @@ def remaining_fill(multiworld: MultiWorld,
location.item = None
placed_item.location = None
if location_can_fill_item(location, item_to_place):
if location.item_rule(item_to_place):
# Add this item to the existing placement, and
# add the old item to the back of the queue
spot_to_fill = placements.pop(i)
@@ -350,10 +327,10 @@ def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, lo
if (location.item is not None and location.item.advancement and location.address is not None and not
location.locked and location.item.player not in minimal_players):
pool.append(location.item)
state.remove(location.item)
location.item = None
if location in state.advancements:
state.advancements.remove(location)
state.remove(location.item)
locations.append(location)
if pool and locations:
locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
@@ -502,31 +479,21 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if prioritylocations:
# "priority fill"
maximum_exploration_state = sweep_from_pool(multiworld.state)
fill_restrictive(multiworld, maximum_exploration_state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority", one_item_per_player=True, allow_partial=True)
if prioritylocations:
# retry with one_item_per_player off because some priority fills can fail to fill with that optimization
maximum_exploration_state = sweep_from_pool(multiworld.state)
fill_restrictive(multiworld, maximum_exploration_state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority Retry", one_item_per_player=False)
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking, name="Priority")
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
defaultlocations = prioritylocations + defaultlocations
if progitempool:
# "advancement/progression fill"
maximum_exploration_state = sweep_from_pool(multiworld.state)
if panic_method == "swap":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=True,
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=True,
name="Progression", single_player_placement=single_player)
elif panic_method == "raise":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
name="Progression", single_player_placement=single_player)
elif panic_method == "start_inventory":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
allow_partial=True, name="Progression", single_player_placement=single_player)
if progitempool:
for item in progitempool:
@@ -542,8 +509,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if progitempool:
raise FillError(
f"Not enough locations for progression items. "
f"There are {len(progitempool)} more progression items than there are available locations.\n"
f"Unfilled locations:\n{multiworld.get_unfilled_locations()}.",
f"There are {len(progitempool)} more progression items than there are available locations.",
multiworld=multiworld,
)
accessibility_corrections(multiworld, multiworld.state, defaultlocations)
@@ -561,7 +527,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if excludedlocations:
raise FillError(
f"Not enough filler items for excluded locations. "
f"There are {len(excludedlocations)} more excluded locations than excludable items.",
f"There are {len(excludedlocations)} more excluded locations than filler or trap items.",
multiworld=multiworld,
)
@@ -582,26 +548,6 @@ def distribute_items_restrictive(multiworld: MultiWorld,
print_data = {"items": items_counter, "locations": locations_counter}
logging.info(f"Per-Player counts: {print_data})")
more_locations = locations_counter - items_counter
more_items = items_counter - locations_counter
for player in multiworld.player_ids:
if more_locations[player]:
logging.error(
f"Player {multiworld.get_player_name(player)} had {more_locations[player]} more locations than items.")
elif more_items[player]:
logging.warning(
f"Player {multiworld.get_player_name(player)} had {more_items[player]} more items than locations.")
if unfilled:
raise FillError(
f"Unable to fill all locations.\n" +
f"Unfilled locations({len(unfilled)}): {unfilled}"
)
else:
logging.warning(
f"Unable to place all items.\n" +
f"Unplaced items({len(unplaced)}): {unplaced}"
)
def flood_items(multiworld: MultiWorld) -> None:
# get items to distribute
@@ -1032,32 +978,15 @@ def distribute_planned(multiworld: MultiWorld) -> None:
multiworld.random.shuffle(items)
count = 0
err: typing.List[str] = []
successful_pairs: typing.List[typing.Tuple[int, Item, Location]] = []
claimed_indices: typing.Set[typing.Optional[int]] = set()
successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
for item_name in items:
index_to_delete: typing.Optional[int] = None
if from_pool:
try:
# If from_pool, try to find an existing item with this name & player in the itempool and use it
index_to_delete, item = next(
(i, item) for i, item in enumerate(multiworld.itempool)
if item.player == player and item.name == item_name and i not in claimed_indices
)
except StopIteration:
warn(
f"Could not remove {item_name} from pool for {multiworld.player_name[player]} as it's already missing from it.",
placement['force'])
item = multiworld.worlds[player].create_item(item_name)
else:
item = multiworld.worlds[player].create_item(item_name)
item = multiworld.worlds[player].create_item(item_name)
for location in reversed(candidates):
if (location.address is None) == (item.code is None): # either both None or both not None
if not location.item:
if location.item_rule(item):
if location.can_fill(multiworld.state, item, False):
successful_pairs.append((index_to_delete, item, location))
claimed_indices.add(index_to_delete)
successful_pairs.append((item, location))
candidates.remove(location)
count = count + 1
break
@@ -1069,7 +998,6 @@ def distribute_planned(multiworld: MultiWorld) -> None:
err.append(f"Cannot place {item_name} into already filled location {location}.")
else:
err.append(f"Mismatch between {item_name} and {location}, only one is an event.")
if count == maxcount:
break
if count < placement['count']['min']:
@@ -1077,16 +1005,17 @@ def distribute_planned(multiworld: MultiWorld) -> None:
failed(
f"Plando block failed to place {m - count} of {m} item(s) for {multiworld.player_name[player]}, error(s): {' '.join(err)}",
placement['force'])
# Sort indices in reverse so we can remove them one by one
successful_pairs = sorted(successful_pairs, key=lambda successful_pair: successful_pair[0] or 0, reverse=True)
for (index, item, location) in successful_pairs:
for (item, location) in successful_pairs:
multiworld.push_item(location, item, collect=False)
location.locked = True
logging.debug(f"Plando placed {item} at {location}")
if index is not None: # If this item is from_pool and was found in the pool, remove it.
multiworld.itempool.pop(index)
if from_pool:
try:
multiworld.itempool.remove(item)
except ValueError:
warn(
f"Could not remove {item} from pool for {multiworld.player_name[player]} as it's already missing from it.",
placement['force'])
except Exception as e:
raise Exception(

View File

@@ -42,9 +42,7 @@ def mystery_argparse():
help="Path to output folder. Absolute or relative to cwd.") # absolute or relative to cwd
parser.add_argument('--race', action='store_true', default=defaults.race)
parser.add_argument('--meta_file_path', default=defaults.meta_file_path)
parser.add_argument('--log_level', default=defaults.loglevel, help='Sets log level')
parser.add_argument('--log_time', help="Add timestamps to STDOUT",
default=defaults.logtime, action='store_true')
parser.add_argument('--log_level', default='info', help='Sets log level')
parser.add_argument("--csv_output", action="store_true",
help="Output rolled player options to csv (made for async multiworld).")
parser.add_argument("--plando", default=defaults.plando_options,
@@ -54,22 +52,12 @@ def mystery_argparse():
parser.add_argument("--skip_output", action="store_true",
help="Skips generation assertion and output stages and skips multidata and spoiler output. "
"Intended for debugging and testing purposes.")
parser.add_argument("--spoiler_only", action="store_true",
help="Skips generation assertion and multidata, outputting only a spoiler log. "
"Intended for debugging and testing purposes.")
args = parser.parse_args()
if args.skip_output and args.spoiler_only:
parser.error("Cannot mix --skip_output and --spoiler_only")
elif args.spoiler == 0 and args.spoiler_only:
parser.error("Cannot use --spoiler_only when --spoiler=0. Use --skip_output or set --spoiler to a different value")
if not os.path.isabs(args.weights_file_path):
args.weights_file_path = os.path.join(args.player_files_path, args.weights_file_path)
if not os.path.isabs(args.meta_file_path):
args.meta_file_path = os.path.join(args.player_files_path, args.meta_file_path)
args.plando: PlandoOptions = PlandoOptions.from_option_string(args.plando)
return args
@@ -87,7 +75,7 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
seed = get_seed(args.seed)
Utils.init_logging(f"Generate_{seed}", loglevel=args.log_level, add_timestamp=args.log_time)
Utils.init_logging(f"Generate_{seed}", loglevel=args.log_level)
random.seed(seed)
seed_name = get_seed_name(random)
@@ -118,8 +106,6 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
raise Exception("Cannot mix --sameoptions with --meta")
else:
meta_weights = None
player_id = 1
player_files = {}
for file in os.scandir(args.player_files_path):
@@ -128,14 +114,7 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
os.path.join(args.player_files_path, fname) not in {args.meta_file_path, args.weights_file_path}:
path = os.path.join(args.player_files_path, fname)
try:
weights_for_file = []
for doc_idx, yaml in enumerate(read_weights_yamls(path)):
if yaml is None:
logging.warning(f"Ignoring empty yaml document #{doc_idx + 1} in {fname}")
else:
weights_for_file.append(yaml)
weights_cache[fname] = tuple(weights_for_file)
weights_cache[fname] = read_weights_yamls(path)
except Exception as e:
raise ValueError(f"File {fname} is invalid. Please fix your yaml.") from e
@@ -176,7 +155,6 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
erargs.outputpath = args.outputpath
erargs.skip_prog_balancing = args.skip_prog_balancing
erargs.skip_output = args.skip_output
erargs.spoiler_only = args.spoiler_only
erargs.name = {}
erargs.csv_output = args.csv_output
@@ -292,30 +270,22 @@ def get_choice(option, root, value=None) -> Any:
raise RuntimeError(f"All options specified in \"{option}\" are weighted as zero.")
class SafeFormatter(string.Formatter):
def get_value(self, key, args, kwargs):
if isinstance(key, int):
if key < len(args):
return args[key]
else:
return "{" + str(key) + "}"
else:
return kwargs.get(key, "{" + key + "}")
class SafeDict(dict):
def __missing__(self, key):
return '{' + key + '}'
def handle_name(name: str, player: int, name_counter: Counter):
name_counter[name.lower()] += 1
number = name_counter[name.lower()]
new_name = "%".join([x.replace("%number%", "{number}").replace("%player%", "{player}") for x in name.split("%%")])
new_name = SafeFormatter().vformat(new_name, (), {"number": number,
"NUMBER": (number if number > 1 else ''),
"player": player,
"PLAYER": (player if player > 1 else '')})
new_name = string.Formatter().vformat(new_name, (), SafeDict(number=number,
NUMBER=(number if number > 1 else ''),
player=player,
PLAYER=(player if player > 1 else '')))
# Run .strip twice for edge case where after the initial .slice new_name has a leading whitespace.
# Could cause issues for some clients that cannot handle the additional whitespace.
new_name = new_name.strip()[:16].strip()
if new_name == "Archipelago":
raise Exception(f"You cannot name yourself \"{new_name}\"")
return new_name
@@ -461,7 +431,7 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
if "linked_options" in weights:
weights = roll_linked_options(weights)
valid_keys = {"triggers"}
valid_keys = set()
if "triggers" in weights:
weights = roll_triggers(weights, weights["triggers"], valid_keys)
@@ -520,23 +490,15 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
for option_key, option in world_type.options_dataclass.type_hints.items():
handle_option(ret, game_weights, option_key, option, plando_options)
valid_keys.add(option_key)
# TODO remove plando_items after moving it to the options system
valid_keys.add("plando_items")
for option_key in game_weights:
if option_key in {"triggers", *valid_keys}:
continue
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers.")
if PlandoOptions.items in plando_options:
ret.plando_items = copy.deepcopy(game_weights.get("plando_items", []))
if ret.game == "A Link to the Past":
# TODO there are still more LTTP options not on the options system
valid_keys |= {"sprite_pool", "sprite", "random_sprite_on_event"}
roll_alttp_settings(ret, game_weights)
# log a warning for options within a game section that aren't determined as valid
for option_key in game_weights:
if option_key in valid_keys:
continue
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers "
f"for player {ret.name}.")
return ret

View File

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

View File

@@ -1,5 +1,5 @@
"""
Archipelago Launcher
Archipelago launcher for bundled app.
* if run with APBP as argument, launch corresponding client.
* if run with executable as argument, run it passing argv[2:] as arguments
@@ -8,7 +8,9 @@ Archipelago Launcher
Scroll down to components= to add components to the launcher as well as setup.py
"""
import argparse
import itertools
import logging
import multiprocessing
import shlex
@@ -18,11 +20,10 @@ import urllib.parse
import webbrowser
from os.path import isfile
from shutil import which
from typing import Callable, Optional, Sequence, Tuple, Union, Any
from typing import Callable, Optional, Sequence, Tuple, Union
if __name__ == "__main__":
import ModuleUpdate
ModuleUpdate.update()
import settings
@@ -104,8 +105,7 @@ components.extend([
Component("Generate Template Options", func=generate_yamls),
Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/")),
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2")),
Component("Unrated/18+ Discord Server", icon="discord",
func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("Unrated/18+ Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("Browse Files", func=browse_files),
])
@@ -114,7 +114,7 @@ def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
url = urllib.parse.urlparse(path)
queries = urllib.parse.parse_qs(url.query)
launch_args = (path, *launch_args)
client_component = []
client_component = None
text_client_component = None
if "game" in queries:
game = queries["game"][0]
@@ -122,40 +122,71 @@ def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
game = "Archipelago"
for component in components:
if component.supports_uri and component.game_name == game:
client_component.append(component)
client_component = component
elif component.display_name == "Text Client":
text_client_component = component
from kvui import MDButton, MDButtonText
from kivymd.uix.dialog import MDDialog, MDDialogHeadlineText, MDDialogContentContainer, MDDialogSupportingText
from kivymd.uix.divider import MDDivider
from kvui import App, Button, BoxLayout, Label, Clock, Window
if not client_component:
run_component(text_client_component, *launch_args)
return
else:
popup_text = MDDialogSupportingText(text="Select client to open and connect with.")
component_buttons = [MDDivider()]
for component in [text_client_component, *client_component]:
component_buttons.append(MDButton(
MDButtonText(text=component.display_name),
on_release=lambda *args, comp=component: run_component(comp, *launch_args),
style="text"
))
component_buttons.append(MDDivider())
class Popup(App):
timer_label: Label
remaining_time: Optional[int]
MDDialog(
# Headline
MDDialogHeadlineText(text="Connect to Multiworld"),
# Text
popup_text,
# Content
MDDialogContentContainer(
*component_buttons,
orientation="vertical"
),
def __init__(self):
self.title = "Connect to Multiworld"
self.icon = r"data/icon.png"
super().__init__()
).open()
def build(self):
layout = BoxLayout(orientation="vertical")
if client_component is None:
self.remaining_time = 7
label_text = (f"A game client able to parse URIs was not detected for {game}.\n"
f"Launching Text Client in 7 seconds...")
self.timer_label = Label(text=label_text)
layout.add_widget(self.timer_label)
Clock.schedule_interval(self.update_label, 1)
else:
layout.add_widget(Label(text="Select client to open and connect with."))
button_row = BoxLayout(orientation="horizontal", size_hint=(1, 0.4))
text_client_button = Button(
text=text_client_component.display_name,
on_release=lambda *args: run_component(text_client_component, *launch_args)
)
button_row.add_widget(text_client_button)
game_client_button = Button(
text=client_component.display_name,
on_release=lambda *args: run_component(client_component, *launch_args)
)
button_row.add_widget(game_client_button)
layout.add_widget(button_row)
return layout
def update_label(self, dt):
if self.remaining_time > 1:
# countdown the timer and string replace the number
self.remaining_time -= 1
self.timer_label.text = self.timer_label.text.replace(
str(self.remaining_time + 1), str(self.remaining_time)
)
else:
# our timer is finished so launch text client and close down
run_component(text_client_component, *launch_args)
Clock.unschedule(self.update_label)
App.get_running_app().stop()
Window.close()
def _stop(self, *largs):
# see run_gui Launcher _stop comment for details
self.root_window.close()
super()._stop(*largs)
Popup().run()
def identify(path: Union[None, str]) -> Tuple[Union[None, str], Union[None, Component]]:
@@ -211,166 +242,101 @@ def launch(exe, in_terminal=False):
subprocess.Popen(exe)
def create_shortcut(button: Any, component: Component) -> None:
from pyshortcuts import make_shortcut
script = sys.argv[0]
wkdir = Utils.local_path()
script = f"{script} \"{component.display_name}\""
make_shortcut(script, name=f"Archipelago {component.display_name}", icon=local_path("data", "icon.ico"),
startmenu=False, terminal=False, working_dir=wkdir)
button.menu.dismiss()
refresh_components: Optional[Callable[[], None]] = None
def run_gui(path: str, args: Any) -> None:
from kvui import (ThemedApp, MDFloatLayout, MDGridLayout, ScrollBox)
from kivy.properties import ObjectProperty
def run_gui():
from kvui import App, ContainerLayout, GridLayout, Button, Label, ScrollBox, Widget
from kivy.core.window import Window
from kivy.metrics import dp
from kivymd.uix.button import MDIconButton
from kivymd.uix.card import MDCard
from kivymd.uix.menu import MDDropdownMenu
from kivymd.uix.snackbar import MDSnackbar, MDSnackbarText
from kivy.uix.image import AsyncImage
from kivy.uix.relativelayout import RelativeLayout
from kivy.lang.builder import Builder
class LauncherCard(MDCard):
component: Component | None
image: str
context_button: MDIconButton = ObjectProperty(None)
def __init__(self, *args, component: Component | None = None, image_path: str = "", **kwargs):
self.component = component
self.image = image_path
super().__init__(args, kwargs)
class Launcher(ThemedApp):
class Launcher(App):
base_title: str = "Archipelago Launcher"
top_screen: MDFloatLayout = ObjectProperty(None)
navigation: MDGridLayout = ObjectProperty(None)
grid: MDGridLayout = ObjectProperty(None)
button_layout: ScrollBox = ObjectProperty(None)
cards: list[LauncherCard]
current_filter: Sequence[str | Type] | None
container: ContainerLayout
grid: GridLayout
_tool_layout: Optional[ScrollBox] = None
_client_layout: Optional[ScrollBox] = None
def __init__(self, ctx=None, path=None, args=None):
def __init__(self, ctx=None):
self.title = self.base_title + " " + Utils.__version__
self.ctx = ctx
self.icon = r"data/icon.png"
self.favorites = []
self.launch_uri = path
self.launch_args = args
self.cards = []
self.current_filter = (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
persistent = Utils.persistent_load()
if "launcher" in persistent:
if "favorites" in persistent["launcher"]:
self.favorites.extend(persistent["launcher"]["favorites"])
if "filter" in persistent["launcher"]:
if persistent["launcher"]["filter"]:
filters = []
for filter in persistent["launcher"]["filter"].split(", "):
if filter == "favorites":
filters.append(filter)
else:
filters.append(Type[filter])
self.current_filter = filters
super().__init__()
def set_favorite(self, caller):
if caller.component.display_name in self.favorites:
self.favorites.remove(caller.component.display_name)
caller.icon = "star-outline"
else:
self.favorites.append(caller.component.display_name)
caller.icon = "star"
def _refresh_components(self) -> None:
def build_card(self, component: Component) -> LauncherCard:
"""
Builds a card widget for a given component.
:param component: The component associated with the button.
:return: The created Card Widget.
def build_button(component: Component) -> Widget:
"""
button_card = LauncherCard(component=component,
image_path=icon_paths[component.icon])
Builds a button widget for a given component.
def open_menu(caller):
caller.menu.open()
Args:
component (Component): The component associated with the button.
menu_items = [
{
"text": "Add shortcut on desktop",
"leading_icon": "laptop",
"on_release": lambda: create_shortcut(button_card.context_button, component)
}
]
button_card.context_button.menu = MDDropdownMenu(caller=button_card.context_button, items=menu_items)
button_card.context_button.bind(on_release=open_menu)
Returns:
None. The button is added to the parent grid layout.
return button_card
def _refresh_components(self, type_filter: Sequence[str | Type] | None = None) -> None:
if not type_filter:
type_filter = [Type.CLIENT, Type.ADJUSTER, Type.TOOL, Type.MISC]
favorites = "favorites" in type_filter
"""
button = Button(text=component.display_name, size_hint_y=None, height=40)
button.component = component
button.bind(on_release=self.component_action)
if component.icon != "icon":
image = AsyncImage(source=icon_paths[component.icon],
size=(38, 38), size_hint=(None, 1), pos=(5, 0))
box_layout = RelativeLayout(size_hint_y=None, height=40)
box_layout.add_widget(button)
box_layout.add_widget(image)
return box_layout
return button
# clear before repopulating
assert self.button_layout, "must call `build` first"
tool_children = reversed(self.button_layout.layout.children)
assert self._tool_layout and self._client_layout, "must call `build` first"
tool_children = reversed(self._tool_layout.layout.children)
for child in tool_children:
self.button_layout.layout.remove_widget(child)
self._tool_layout.layout.remove_widget(child)
client_children = reversed(self._client_layout.layout.children)
for child in client_children:
self._client_layout.layout.remove_widget(child)
cards = [card for card in self.cards if card.component.type in type_filter
or favorites and card.component.display_name in self.favorites]
_tools = {c.display_name: c for c in components if c.type == Type.TOOL}
_clients = {c.display_name: c for c in components if c.type == Type.CLIENT}
_adjusters = {c.display_name: c for c in components if c.type == Type.ADJUSTER}
_miscs = {c.display_name: c for c in components if c.type == Type.MISC}
self.current_filter = type_filter
for card in cards:
self.button_layout.layout.add_widget(card)
top = self.button_layout.children[0].y + self.button_layout.children[0].height \
- self.button_layout.height
scroll_percent = self.button_layout.convert_distance_to_scroll(0, top)
self.button_layout.scroll_y = max(0, min(1, scroll_percent[1]))
def filter_clients(self, caller):
self._refresh_components(caller.type)
for (tool, client) in itertools.zip_longest(itertools.chain(
_tools.items(), _miscs.items(), _adjusters.items()
), _clients.items()):
# column 1
if tool:
self._tool_layout.layout.add_widget(build_button(tool[1]))
# column 2
if client:
self._client_layout.layout.add_widget(build_button(client[1]))
def build(self):
self.top_screen = Builder.load_file(Utils.local_path("data/launcher.kv"))
self.grid = self.top_screen.ids.grid
self.navigation = self.top_screen.ids.navigation
self.button_layout = self.top_screen.ids.button_layout
self.set_colors()
self.top_screen.md_bg_color = self.theme_cls.backgroundColor
self.container = ContainerLayout()
self.grid = GridLayout(cols=2)
self.container.add_widget(self.grid)
self.grid.add_widget(Label(text="General", size_hint_y=None, height=40))
self.grid.add_widget(Label(text="Clients", size_hint_y=None, height=40))
self._tool_layout = ScrollBox()
self._tool_layout.layout.orientation = "vertical"
self.grid.add_widget(self._tool_layout)
self._client_layout = ScrollBox()
self._client_layout.layout.orientation = "vertical"
self.grid.add_widget(self._client_layout)
self._refresh_components()
global refresh_components
refresh_components = self._refresh_components
Window.bind(on_drop_file=self._on_drop_file)
for component in components:
self.cards.append(self.build_card(component))
self._refresh_components(self.current_filter)
return self.top_screen
def on_start(self):
if self.launch_uri:
handle_uri(self.launch_uri, self.launch_args)
self.launch_uri = None
self.launch_args = None
return self.container
@staticmethod
def component_action(button):
MDSnackbar(MDSnackbarText(text="Opening in a new window..."), y=dp(24), pos_hint={"center_x": 0.5},
size_hint_x=0.5).open()
if button.component.func:
button.component.func()
else:
@@ -390,13 +356,7 @@ def run_gui(path: str, args: Any) -> None:
self.root_window.close()
super()._stop(*largs)
def on_stop(self):
Utils.persistent_store("launcher", "favorites", self.favorites)
Utils.persistent_store("launcher", "filter", ", ".join(filter.name if isinstance(filter, Type) else filter
for filter in self.current_filter))
super().on_stop()
Launcher(path=path, args=args).run()
Launcher().run()
# avoiding Launcher reference leak
# and don't try to do something with widgets after window closed
@@ -423,14 +383,16 @@ def main(args: Optional[Union[argparse.Namespace, dict]] = None):
path = args.get("Patch|Game|Component|url", None)
if path is not None:
if not path.startswith("archipelago://"):
file, component = identify(path)
if file:
args['file'] = file
if component:
args['component'] = component
if not component:
logging.warning(f"Could not identify Component responsible for {path}")
if path.startswith("archipelago://"):
handle_uri(path, args.get("args", ()))
return
file, component = identify(path)
if file:
args['file'] = file
if component:
args['component'] = component
if not component:
logging.warning(f"Could not identify Component responsible for {path}")
if args["update_settings"]:
update_settings()
@@ -439,7 +401,7 @@ def main(args: Optional[Union[argparse.Namespace, dict]] = None):
elif "component" in args:
run_component(args["component"], *args["args"])
elif not args["update_settings"]:
run_gui(path, args.get("args", ()))
run_gui()
if __name__ == '__main__':
@@ -461,7 +423,6 @@ if __name__ == '__main__':
main(parser.parse_args())
from worlds.LauncherComponents import processes
for process in processes:
# we await all child processes to close before we tear down the process host
# this makes it feel like each one is its own program, as the Launcher is closed now

View File

@@ -26,10 +26,8 @@ import typing
from CommonClient import (CommonContext, get_base_parser, gui_enabled, logger,
server_loop)
from NetUtils import ClientStatus
from worlds.ladx import LinksAwakeningWorld
from worlds.ladx.Common import BASE_ID as LABaseID
from worlds.ladx.GpsTracker import GpsTracker
from worlds.ladx.TrackerConsts import storage_key
from worlds.ladx.ItemTracker import ItemTracker
from worlds.ladx.LADXR.checkMetadata import checkMetadataTable
from worlds.ladx.Locations import get_locations_to_id, meta_to_name
@@ -102,23 +100,19 @@ class LAClientConstants:
WRamCheckSize = 0x4
WRamSafetyValue = bytearray([0]*WRamCheckSize)
wRamStart = 0xC000
hRamStart = 0xFF80
hRamSize = 0x80
MinGameplayValue = 0x06
MaxGameplayValue = 0x1A
VictoryGameplayAndSub = 0x0102
class RAGameboy():
cache = []
cache_start = 0
cache_size = 0
last_cache_read = None
socket = None
def __init__(self, address, port) -> None:
self.cache_start = LAClientConstants.wRamStart
self.cache_size = LAClientConstants.hRamStart + LAClientConstants.hRamSize - LAClientConstants.wRamStart
self.address = address
self.port = port
self.socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
@@ -137,14 +131,9 @@ class RAGameboy():
async def get_retroarch_status(self):
return await self.send_command("GET_STATUS")
def set_checks_range(self, checks_start, checks_size):
self.checks_start = checks_start
self.checks_size = checks_size
def set_location_range(self, location_start, location_size, critical_addresses):
self.location_start = location_start
self.location_size = location_size
self.critical_location_addresses = critical_addresses
def set_cache_limits(self, cache_start, cache_size):
self.cache_start = cache_start
self.cache_size = cache_size
def send(self, b):
if type(b) is str:
@@ -199,57 +188,21 @@ class RAGameboy():
if not await self.check_safe_gameplay():
return
attempts = 0
while True:
# RA doesn't let us do an atomic read of a large enough block of RAM
# Some bytes can't change in between reading location_block and hram_block
location_block = await self.read_memory_block(self.location_start, self.location_size)
hram_block = await self.read_memory_block(LAClientConstants.hRamStart, LAClientConstants.hRamSize)
verification_block = await self.read_memory_block(self.location_start, self.location_size)
valid = True
for address in self.critical_location_addresses:
if location_block[address - self.location_start] != verification_block[address - self.location_start]:
valid = False
if valid:
break
attempts += 1
# Shouldn't really happen, but keep it from choking
if attempts > 5:
return
checks_block = await self.read_memory_block(self.checks_start, self.checks_size)
cache = []
remaining_size = self.cache_size
while remaining_size:
block = await self.async_read_memory(self.cache_start + len(cache), remaining_size)
remaining_size -= len(block)
cache += block
if not await self.check_safe_gameplay():
return
self.cache = bytearray(self.cache_size)
start = self.checks_start - self.cache_start
self.cache[start:start + len(checks_block)] = checks_block
start = self.location_start - self.cache_start
self.cache[start:start + len(location_block)] = location_block
start = LAClientConstants.hRamStart - self.cache_start
self.cache[start:start + len(hram_block)] = hram_block
self.cache = cache
self.last_cache_read = time.time()
async def read_memory_block(self, address: int, size: int):
block = bytearray()
remaining_size = size
while remaining_size:
chunk = await self.async_read_memory(address + len(block), remaining_size)
remaining_size -= len(chunk)
block += chunk
return block
async def read_memory_cache(self, addresses):
# TODO: can we just update once per frame?
if not self.last_cache_read or self.last_cache_read + 0.1 < time.time():
await self.update_cache()
if not self.cache:
@@ -282,7 +235,7 @@ class RAGameboy():
def check_command_response(self, command: str, response: bytes):
if command == "VERSION":
ok = re.match(r"\d+\.\d+\.\d+", response.decode('ascii')) is not None
ok = re.match("\d+\.\d+\.\d+", response.decode('ascii')) is not None
else:
ok = response.startswith(command.encode())
if not ok:
@@ -406,12 +359,11 @@ class LinksAwakeningClient():
auth = binascii.hexlify(await self.gameboy.async_read_memory(0x0134, 12)).decode()
self.auth = auth
async def wait_and_init_tracker(self, magpie: MagpieBridge):
async def wait_and_init_tracker(self):
await self.wait_for_game_ready()
self.tracker = LocationTracker(self.gameboy)
self.item_tracker = ItemTracker(self.gameboy)
self.gps_tracker = GpsTracker(self.gameboy)
magpie.gps_tracker = self.gps_tracker
async def recved_item_from_ap(self, item_id, from_player, next_index):
# Don't allow getting an item until you've got your first check
@@ -453,11 +405,9 @@ class LinksAwakeningClient():
return (await self.gameboy.read_memory_cache([LAClientConstants.wGameplayType]))[LAClientConstants.wGameplayType] == 1
async def main_tick(self, item_get_cb, win_cb, deathlink_cb):
await self.gameboy.update_cache()
await self.tracker.readChecks(item_get_cb)
await self.item_tracker.readItems()
await self.gps_tracker.read_location()
await self.gps_tracker.read_entrances()
current_health = (await self.gameboy.read_memory_cache([LAClientConstants.wLinkHealth]))[LAClientConstants.wLinkHealth]
if self.deathlink_debounce and current_health != 0:
@@ -507,7 +457,7 @@ class LinksAwakeningContext(CommonContext):
la_task = None
client = None
# TODO: does this need to re-read on reset?
found_checks = set()
found_checks = []
last_resend = time.time()
magpie_enabled = False
@@ -515,10 +465,6 @@ class LinksAwakeningContext(CommonContext):
magpie_task = None
won = False
@property
def slot_storage_key(self):
return f"{self.slot_info[self.slot].name}_{storage_key}"
def __init__(self, server_address: typing.Optional[str], password: typing.Optional[str], magpie: typing.Optional[bool]) -> None:
self.client = LinksAwakeningClient()
self.slot_data = {}
@@ -530,7 +476,9 @@ class LinksAwakeningContext(CommonContext):
def run_gui(self) -> None:
import webbrowser
from kvui import GameManager, ImageButton
import kvui
from kvui import Button, GameManager
from kivy.uix.image import Image
class LADXManager(GameManager):
logging_pairs = [
@@ -543,25 +491,23 @@ class LinksAwakeningContext(CommonContext):
b = super().build()
if self.ctx.magpie_enabled:
button = ImageButton(texture=magpie_logo(), fit_mode="cover", image_size=(32, 32), size_hint_x=None,
on_press=lambda _: webbrowser.open('https://magpietracker.us/?enable_autotracker=1'))
self.connect_layout.add_widget(button)
button = Button(text="", size=(30, 30), size_hint_x=None,
on_press=lambda _: webbrowser.open('https://magpietracker.us/?enable_autotracker=1'))
image = Image(size=(16, 16), texture=magpie_logo())
button.add_widget(image)
def set_center(_, center):
image.center = center
button.bind(center=set_center)
self.connect_layout.add_widget(button)
return b
self.ui = LADXManager(self)
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
async def send_new_entrances(self, entrances: typing.Dict[str, str]):
# Store the entrances we find on the server for future sessions
message = [{
"cmd": "Set",
"key": self.slot_storage_key,
"default": {},
"want_reply": False,
"operations": [{"operation": "update", "value": entrances}],
}]
async def send_checks(self):
message = [{"cmd": 'LocationChecks', "locations": self.found_checks}]
await self.send_msgs(message)
had_invalid_slot_data = None
@@ -591,19 +537,13 @@ class LinksAwakeningContext(CommonContext):
await self.send_msgs(message)
self.won = True
async def request_found_entrances(self):
await self.send_msgs([{"cmd": "Get", "keys": [self.slot_storage_key]}])
# Ask for updates so that players can co-op entrances in a seed
await self.send_msgs([{"cmd": "SetNotify", "keys": [self.slot_storage_key]}])
async def on_deathlink(self, data: typing.Dict[str, typing.Any]) -> None:
if self.ENABLE_DEATHLINK:
self.client.pending_deathlink = True
def new_checks(self, item_ids, ladxr_ids):
self.found_checks.update(item_ids)
create_task_log_exception(self.check_locations(self.found_checks))
self.found_checks += item_ids
create_task_log_exception(self.send_checks())
if self.magpie_enabled:
create_task_log_exception(self.magpie.send_new_checks(ladxr_ids))
@@ -620,10 +560,6 @@ class LinksAwakeningContext(CommonContext):
while self.client.auth == None:
await asyncio.sleep(0.1)
# Just return if we're closing
if self.exit_event.is_set():
return
self.auth = self.client.auth
await self.send_connect()
@@ -631,24 +567,12 @@ class LinksAwakeningContext(CommonContext):
if cmd == "Connected":
self.game = self.slot_info[self.slot].game
self.slot_data = args.get("slot_data", {})
# This is sent to magpie over local websocket to make its own connection
self.slot_data.update({
"server_address": self.server_address,
"slot_name": self.player_names[self.slot],
"password": self.password,
})
# TODO - use watcher_event
if cmd == "ReceivedItems":
for index, item in enumerate(args["items"], start=args["index"]):
self.client.recvd_checks[index] = item
if cmd == "Retrieved" and self.magpie_enabled and self.slot_storage_key in args["keys"]:
self.client.gps_tracker.receive_found_entrances(args["keys"][self.slot_storage_key])
if cmd == "SetReply" and self.magpie_enabled and args["key"] == self.slot_storage_key:
self.client.gps_tracker.receive_found_entrances(args["value"])
async def sync(self):
sync_msg = [{'cmd': 'Sync'}]
await self.send_msgs(sync_msg)
@@ -661,12 +585,6 @@ class LinksAwakeningContext(CommonContext):
checkMetadataTable[check.id])] for check in ladxr_checks]
self.new_checks(checks, [check.id for check in ladxr_checks])
for check in ladxr_checks:
if check.value and check.linkedItem:
linkedItem = check.linkedItem
if 'condition' not in linkedItem or linkedItem['condition'](self.slot_data):
self.client.item_tracker.setExtraItem(check.linkedItem['item'], check.linkedItem['qty'])
async def victory():
await self.send_victory()
@@ -700,38 +618,21 @@ class LinksAwakeningContext(CommonContext):
if not self.client.recvd_checks:
await self.sync()
await self.client.wait_and_init_tracker(self.magpie)
await self.client.wait_and_init_tracker()
min_tick_duration = 0.1
last_tick = time.time()
while True:
await self.client.main_tick(on_item_get, victory, deathlink)
await asyncio.sleep(0.1)
now = time.time()
tick_duration = now - last_tick
sleep_duration = max(min_tick_duration - tick_duration, 0)
await asyncio.sleep(sleep_duration)
last_tick = now
if self.last_resend + 5.0 < now:
self.last_resend = now
await self.check_locations(self.found_checks)
await self.send_checks()
if self.magpie_enabled:
try:
self.magpie.set_checks(self.client.tracker.all_checks)
await self.magpie.set_item_tracker(self.client.item_tracker)
if self.slot_data and "slot_data" in self.magpie.features and not self.magpie.has_sent_slot_data:
self.magpie.slot_data = self.slot_data
await self.magpie.send_slot_data()
if self.client.gps_tracker.needs_found_entrances:
await self.request_found_entrances()
self.client.gps_tracker.needs_found_entrances = False
new_entrances = await self.magpie.send_gps(self.client.gps_tracker)
if new_entrances:
await self.send_new_entrances(new_entrances)
await self.magpie.send_gps(self.client.gps_tracker)
self.magpie.slot_data = self.slot_data
except Exception:
# Don't let magpie errors take out the client
pass
@@ -742,8 +643,8 @@ class LinksAwakeningContext(CommonContext):
await asyncio.sleep(1.0)
def run_game(romfile: str) -> None:
auto_start = LinksAwakeningWorld.settings.rom_start
auto_start = typing.cast(typing.Union[bool, str],
Utils.get_options()["ladx_options"].get("rom_start", True))
if auto_start is True:
import webbrowser
webbrowser.open(romfile)
@@ -800,6 +701,6 @@ async def main():
await ctx.shutdown()
if __name__ == '__main__':
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

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

View File

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

99
Main.py
View File

@@ -81,7 +81,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
del item_digits, location_digits, item_count, location_count
# This assertion method should not be necessary to run if we are not outputting any multidata.
if not args.skip_output and not args.spoiler_only:
if not args.skip_output:
AutoWorld.call_stage(multiworld, "assert_generate")
AutoWorld.call_all(multiworld, "generate_early")
@@ -148,44 +148,50 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
else:
multiworld.worlds[1].options.non_local_items.value = set()
multiworld.worlds[1].options.local_items.value = set()
AutoWorld.call_all(multiworld, "connect_entrances")
AutoWorld.call_all(multiworld, "generate_basic")
# remove starting inventory from pool items.
# Because some worlds don't actually create items during create_items this has to be as late as possible.
fallback_inventory = StartInventoryPool({})
depletion_pool: Dict[int, Dict[str, int]] = {
player: getattr(multiworld.worlds[player].options, "start_inventory_from_pool", fallback_inventory).value.copy()
for player in multiworld.player_ids
}
target_per_player = {
player: sum(target_items.values()) for player, target_items in depletion_pool.items() if target_items
}
if target_per_player:
new_itempool: List[Item] = []
# Make new itempool with start_inventory_from_pool items removed
for item in multiworld.itempool:
if any(getattr(multiworld.worlds[player].options, "start_inventory_from_pool", None) for player in multiworld.player_ids):
new_items: List[Item] = []
old_items: List[Item] = []
depletion_pool: Dict[int, Dict[str, int]] = {
player: getattr(multiworld.worlds[player].options,
"start_inventory_from_pool",
StartInventoryPool({})).value.copy()
for player in multiworld.player_ids
}
for player, items in depletion_pool.items():
player_world: AutoWorld.World = multiworld.worlds[player]
for count in items.values():
for _ in range(count):
new_items.append(player_world.create_filler())
target: int = sum(sum(items.values()) for items in depletion_pool.values())
for i, item in enumerate(multiworld.itempool):
if depletion_pool[item.player].get(item.name, 0):
target -= 1
depletion_pool[item.player][item.name] -= 1
# quick abort if we have found all items
if not target:
old_items.extend(multiworld.itempool[i+1:])
break
else:
new_itempool.append(item)
old_items.append(item)
# Create filler in place of the removed items, warn if any items couldn't be found in the multiworld itempool
for player, target in target_per_player.items():
unfound_items = {item: count for item, count in depletion_pool[player].items() if count}
if unfound_items:
player_name = multiworld.get_player_name(player)
logger.warning(f"{player_name} tried to remove items from their pool that don't exist: {unfound_items}")
needed_items = target_per_player[player] - sum(unfound_items.values())
new_itempool += [multiworld.worlds[player].create_filler() for _ in range(needed_items)]
assert len(multiworld.itempool) == len(new_itempool), "Item Pool amounts should not change."
multiworld.itempool[:] = new_itempool
# leftovers?
if target:
for player, remaining_items in depletion_pool.items():
remaining_items = {name: count for name, count in remaining_items.items() if count}
if remaining_items:
logger.warning(f"{multiworld.get_player_name(player)}"
f" is trying to remove items from their pool that don't exist: {remaining_items}")
# find all filler we generated for the current player and remove until it matches
removables = [item for item in new_items if item.player == player]
for _ in range(sum(remaining_items.values())):
new_items.remove(removables.pop())
assert len(multiworld.itempool) == len(new_items + old_items), "Item Pool amounts should not change."
multiworld.itempool[:] = new_items + old_items
multiworld.link_items()
@@ -224,15 +230,6 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
logger.info(f'Beginning output...')
outfilebase = 'AP_' + multiworld.seed_name
if args.spoiler_only:
if args.spoiler > 1:
logger.info('Calculating playthrough.')
multiworld.spoiler.create_playthrough(create_paths=args.spoiler > 2)
multiworld.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
logger.info('Done. Skipped multidata modification. Total time: %s', time.perf_counter() - start)
return multiworld
output = tempfile.TemporaryDirectory()
with output as temp_dir:
output_players = [player for player in multiworld.player_ids if AutoWorld.World.generate_output.__code__
@@ -252,7 +249,6 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
def write_multidata():
import NetUtils
from NetUtils import HintStatus
slot_data = {}
client_versions = {}
games = {}
@@ -277,10 +273,10 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
for slot in multiworld.player_ids:
slot_data[slot] = multiworld.worlds[slot].fill_slot_data()
def precollect_hint(location: Location, auto_status: HintStatus):
def precollect_hint(location):
entrance = er_hint_data.get(location.player, {}).get(location.address, "")
hint = NetUtils.Hint(location.item.player, location.player, location.address,
location.item.code, False, entrance, location.item.flags, auto_status)
location.item.code, False, entrance, location.item.flags)
precollected_hints[location.player].add(hint)
if location.item.player not in multiworld.groups:
precollected_hints[location.item.player].add(hint)
@@ -293,38 +289,35 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
if type(location.address) == int:
assert location.item.code is not None, "item code None should be event, " \
"location.address should then also be None. Location: " \
f" {location}, Item: {location.item}"
f" {location}"
assert location.address not in locations_data[location.player], (
f"Locations with duplicate address. {location} and "
f"{locations_data[location.player][location.address]}")
locations_data[location.player][location.address] = \
location.item.code, location.item.player, location.item.flags
auto_status = HintStatus.HINT_AVOID if location.item.trap else HintStatus.HINT_PRIORITY
if location.name in multiworld.worlds[location.player].options.start_location_hints:
if not location.item.trap: # Unspecified status for location hints, except traps
auto_status = HintStatus.HINT_UNSPECIFIED
precollect_hint(location, auto_status)
precollect_hint(location)
elif location.item.name in multiworld.worlds[location.item.player].options.start_hints:
precollect_hint(location, auto_status)
precollect_hint(location)
elif any([location.item.name in multiworld.worlds[player].options.start_hints
for player in multiworld.groups.get(location.item.player, {}).get("players", [])]):
precollect_hint(location, auto_status)
precollect_hint(location)
# embedded data package
data_package = {
game_world.game: worlds.network_data_package["games"][game_world.game]
for game_world in multiworld.worlds.values()
}
data_package["Archipelago"] = worlds.network_data_package["games"]["Archipelago"]
checks_in_area: Dict[int, Dict[str, Union[int, List[int]]]] = {}
# get spheres -> filter address==None -> skip empty
spheres: List[Dict[int, Set[int]]] = []
for sphere in multiworld.get_sendable_spheres():
for sphere in multiworld.get_spheres():
current_sphere: Dict[int, Set[int]] = collections.defaultdict(set)
for sphere_location in sphere:
current_sphere[sphere_location.player].add(sphere_location.address)
if type(sphere_location.address) is int:
current_sphere[sphere_location.player].add(sphere_location.address)
if current_sphere:
spheres.append(dict(current_sphere))

View File

@@ -5,15 +5,8 @@ import multiprocessing
import warnings
if sys.platform in ("win32", "darwin") and sys.version_info < (3, 10, 11):
# Official micro version updates. This should match the number in docs/running from source.md.
raise RuntimeError(f"Incompatible Python Version found: {sys.version_info}. Official 3.10.15+ is supported.")
elif sys.platform in ("win32", "darwin") and sys.version_info < (3, 10, 15):
# There are known security issues, but no easy way to install fixed versions on Windows for testing.
warnings.warn(f"Python Version {sys.version_info} has security issues. Don't use in production.")
elif sys.version_info < (3, 10, 1):
# Other platforms may get security backports instead of micro updates, so the number is unreliable.
raise RuntimeError(f"Incompatible Python Version found: {sys.version_info}. 3.10.1+ is supported.")
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())

View File

@@ -28,11 +28,9 @@ ModuleUpdate.update()
if typing.TYPE_CHECKING:
import ssl
from NetUtils import ServerConnection
import colorama
import websockets
from websockets.extensions.permessage_deflate import PerMessageDeflate
import colorama
try:
# ponyorm is a requirement for webhost, not default server, so may not be importable
from pony.orm.dbapiprovider import OperationalError
@@ -43,11 +41,10 @@ import NetUtils
import Utils
from Utils import version_tuple, restricted_loads, Version, async_start, get_intended_text
from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, NetworkPlayer, Permission, NetworkSlot, \
SlotType, LocationStore, Hint, HintStatus
from BaseClasses import ItemClassification
SlotType, LocationStore
min_client_version = Version(0, 1, 6)
colorama.just_fix_windows_console()
colorama.init()
def remove_from_list(container, value):
@@ -66,13 +63,9 @@ def pop_from_container(container, value):
return container
def update_container_unique(container, entries):
if isinstance(container, list):
existing_container_as_set = set(container)
container.extend([entry for entry in entries if entry not in existing_container_as_set])
else:
container.update(entries)
return container
def update_dict(dictionary, entries):
dictionary.update(entries)
return dictionary
def queue_gc():
@@ -113,7 +106,7 @@ modify_functions = {
# lists/dicts:
"remove": remove_from_list,
"pop": pop_from_container,
"update": update_container_unique,
"update": update_dict,
}
@@ -125,14 +118,13 @@ def get_saving_second(seed_name: str, interval: int = 60) -> int:
class Client(Endpoint):
version = Version(0, 0, 0)
tags: typing.List[str]
tags: typing.List[str] = []
remote_items: bool
remote_start_inventory: bool
no_items: bool
no_locations: bool
no_text: bool
def __init__(self, socket: "ServerConnection", ctx: Context) -> None:
def __init__(self, socket: websockets.WebSocketServerProtocol, ctx: Context):
super().__init__(socket)
self.auth = False
self.team = None
@@ -182,7 +174,6 @@ class Context:
"compatibility": int}
# team -> slot id -> list of clients authenticated to slot.
clients: typing.Dict[int, typing.Dict[int, typing.List[Client]]]
endpoints: list[Client]
locations: LocationStore # typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int]]]
location_checks: typing.Dict[typing.Tuple[int, int], typing.Set[int]]
hints_used: typing.Dict[typing.Tuple[int, int], int]
@@ -237,7 +228,7 @@ class Context:
self.hint_cost = hint_cost
self.location_check_points = location_check_points
self.hints_used = collections.defaultdict(int)
self.hints: typing.Dict[team_slot, typing.Set[Hint]] = collections.defaultdict(set)
self.hints: typing.Dict[team_slot, typing.Set[NetUtils.Hint]] = collections.defaultdict(set)
self.release_mode: str = release_mode
self.remaining_mode: str = remaining_mode
self.collect_mode: str = collect_mode
@@ -281,6 +272,25 @@ class Context:
lambda: Utils.KeyedDefaultDict(lambda code: f'Unknown location (ID:{code})'))
self.non_hintable_names = collections.defaultdict(frozenset)
self._load_game_data()
# Data package retrieval
def _load_game_data(self):
import worlds
self.gamespackage = worlds.network_data_package["games"]
self.item_name_groups = {world_name: world.item_name_groups for world_name, world in
worlds.AutoWorldRegister.world_types.items()}
self.location_name_groups = {world_name: world.location_name_groups for world_name, world in
worlds.AutoWorldRegister.world_types.items()}
for world_name, world in worlds.AutoWorldRegister.world_types.items():
self.non_hintable_names[world_name] = world.hint_blacklist
for game_package in self.gamespackage.values():
# remove groups from data sent to clients
del game_package["item_name_groups"]
del game_package["location_name_groups"]
def _init_game_data(self):
for game_name, game_package in self.gamespackage.items():
if "checksum" in game_package:
@@ -353,28 +363,18 @@ class Context:
return True
def broadcast_all(self, msgs: typing.List[dict]):
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs)
data = self.dumper(msgs)
endpoints = (
endpoint
for endpoint in self.endpoints
if endpoint.auth and not (msg_is_text and endpoint.no_text)
)
async_start(self.broadcast_send_encoded_msgs(endpoints, data))
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in self.endpoints if endpoint.auth)
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast_text_all(self, text: str, additional_arguments: dict = {}):
self.logger.info("Notice (all): %s" % text)
self.broadcast_all([{**{"cmd": "PrintJSON", "data": [{ "text": text }]}, **additional_arguments}])
def broadcast_team(self, team: int, msgs: typing.List[dict]):
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs)
data = self.dumper(msgs)
endpoints = (
endpoint
for endpoint in itertools.chain.from_iterable(self.clients[team].values())
if not (msg_is_text and endpoint.no_text)
)
async_start(self.broadcast_send_encoded_msgs(endpoints, data))
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in itertools.chain.from_iterable(self.clients[team].values()))
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast(self, endpoints: typing.Iterable[Client], msgs: typing.List[dict]):
msgs = self.dumper(msgs)
@@ -388,13 +388,13 @@ class Context:
await on_client_disconnected(self, endpoint)
def notify_client(self, client: Client, text: str, additional_arguments: dict = {}):
if not client.auth or client.no_text:
if not client.auth:
return
self.logger.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text))
async_start(self.send_msgs(client, [{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}]))
def notify_client_multiple(self, client: Client, texts: typing.List[str], additional_arguments: dict = {}):
if not client.auth or client.no_text:
if not client.auth:
return
async_start(self.send_msgs(client,
[{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}
@@ -443,7 +443,7 @@ class Context:
self.slot_info = decoded_obj["slot_info"]
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}
self.groups = {slot: set(slot_info.group_members) for slot, slot_info in self.slot_info.items()
self.groups = {slot: slot_info.group_members for slot, slot_info in self.slot_info.items()
if slot_info.type == SlotType.group}
self.clients = {0: {}}
@@ -656,29 +656,13 @@ class Context:
return max(1, int(self.hint_cost * 0.01 * len(self.locations[slot])))
return 0
def recheck_hints(self, team: typing.Optional[int] = None, slot: typing.Optional[int] = None,
changed: typing.Optional[typing.Set[team_slot]] = None) -> None:
"""Refreshes the hints for the specified team/slot. Providing 'None' for either team or slot
will refresh all teams or all slots respectively. If a set is passed for 'changed', each (team,slot)
pair that has at least one hint modified will be added to the set.
"""
def recheck_hints(self, team: typing.Optional[int] = None, slot: typing.Optional[int] = None):
for hint_team, hint_slot in self.hints:
if team != hint_team and team is not None:
continue # Check specified team only, all if team is None
if slot != hint_slot and slot is not None:
continue # Check specified slot only, all if slot is None
new_hints: typing.Set[Hint] = set()
for hint in self.hints[hint_team, hint_slot]:
new_hint = hint.re_check(self, hint_team)
new_hints.add(new_hint)
if hint == new_hint:
continue
for player in self.slot_set(hint.receiving_player) | {hint.finding_player}:
if changed is not None:
changed.add((hint_team,player))
if slot is not None and slot != player:
self.replace_hint(hint_team, player, hint, new_hint)
self.hints[hint_team, hint_slot] = new_hints
if (team is None or team == hint_team) and (slot is None or slot == hint_slot):
self.hints[hint_team, hint_slot] = {
hint.re_check(self, hint_team) for hint in
self.hints[hint_team, hint_slot]
}
def get_rechecked_hints(self, team: int, slot: int):
self.recheck_hints(team, slot)
@@ -727,7 +711,7 @@ class Context:
else:
return self.player_names[team, slot]
def notify_hints(self, team: int, hints: typing.List[Hint], only_new: bool = False,
def notify_hints(self, team: int, hints: typing.List[NetUtils.Hint], only_new: bool = False,
recipients: typing.Sequence[int] = None):
"""Send and remember hints."""
if only_new:
@@ -742,41 +726,29 @@ class Context:
concerns[player].append(data)
if not hint.local and data not in concerns[hint.finding_player]:
concerns[hint.finding_player].append(data)
# remember hints in all cases
# only remember hints that were not already found at the time of creation
if not hint.found:
# since hints are bidirectional, finding player and receiving player,
# we can check once if hint already exists
if hint not in self.hints[team, hint.finding_player]:
self.hints[team, hint.finding_player].add(hint)
new_hint_events.add(hint.finding_player)
for player in self.slot_set(hint.receiving_player):
self.hints[team, player].add(hint)
new_hint_events.add(player)
# since hints are bidirectional, finding player and receiving player,
# we can check once if hint already exists
if hint not in self.hints[team, hint.finding_player]:
self.hints[team, hint.finding_player].add(hint)
new_hint_events.add(hint.finding_player)
for player in self.slot_set(hint.receiving_player):
self.hints[team, player].add(hint)
new_hint_events.add(player)
self.logger.info("Notice (Team #%d): %s" % (team + 1, format_hint(self, team, hint)))
for slot in new_hint_events:
self.on_new_hint(team, slot)
for slot, hint_data in concerns.items():
if recipients is None or slot in recipients:
clients = filter(lambda c: not c.no_text, self.clients[team].get(slot, []))
clients = self.clients[team].get(slot)
if not clients:
continue
client_hints = [datum[1] for datum in sorted(hint_data, key=lambda x: x[0].finding_player != slot)]
for client in clients:
async_start(self.send_msgs(client, client_hints))
def get_hint(self, team: int, finding_player: int, seeked_location: int) -> typing.Optional[Hint]:
for hint in self.hints[team, finding_player]:
if hint.location == seeked_location and hint.finding_player == finding_player:
return hint
return None
def replace_hint(self, team: int, slot: int, old_hint: Hint, new_hint: Hint) -> None:
if old_hint in self.hints[team, slot]:
self.hints[team, slot].remove(old_hint)
self.hints[team, slot].add(new_hint)
# "events"
def on_goal_achieved(self, client: Client):
@@ -818,7 +790,7 @@ def update_aliases(ctx: Context, team: int):
async_start(ctx.send_encoded_msgs(client, cmd))
async def server(websocket: "ServerConnection", path: str = "/", ctx: Context = None) -> None:
async def server(websocket, path: str = "/", ctx: Context = None):
client = Client(websocket, ctx)
ctx.endpoints.append(client)
@@ -909,10 +881,6 @@ async def on_client_joined(ctx: Context, client: Client):
"If your client supports it, "
"you may have additional local commands you can list with /help.",
{"type": "Tutorial"})
if not any(isinstance(extension, PerMessageDeflate) for extension in client.socket.extensions):
ctx.notify_client(client, "Warning: your client does not support compressed websocket connections! "
"It may stop working in the future. If you are a player, please report this to the "
"client's developer.")
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
@@ -979,13 +947,9 @@ def get_status_string(ctx: Context, team: int, tag: str):
tagged = len([client for client in ctx.clients[team][slot] if tag in client.tags])
completion_text = f"({len(ctx.location_checks[team, slot])}/{len(ctx.locations[slot])})"
tag_text = f" {tagged} of which are tagged {tag}" if connected and tag else ""
status_text = (
" and has finished." if ctx.client_game_state[team, slot] == ClientStatus.CLIENT_GOAL else
" and is ready." if ctx.client_game_state[team, slot] == ClientStatus.CLIENT_READY else
"."
)
goal_text = " and has finished." if ctx.client_game_state[team, slot] == ClientStatus.CLIENT_GOAL else "."
text += f"\n{ctx.get_aliased_name(team, slot)} has {connected} connection{'' if connected == 1 else 's'}" \
f"{tag_text}{status_text} {completion_text}"
f"{tag_text}{goal_text} {completion_text}"
return text
@@ -1063,37 +1027,21 @@ def send_items_to(ctx: Context, team: int, target_slot: int, *items: NetworkItem
def register_location_checks(ctx: Context, team: int, slot: int, locations: typing.Iterable[int],
count_activity: bool = True):
slot_locations = ctx.locations[slot]
new_locations = set(locations) - ctx.location_checks[team, slot]
new_locations.intersection_update(slot_locations) # ignore location IDs unknown to this multidata
new_locations.intersection_update(ctx.locations[slot]) # ignore location IDs unknown to this multidata
if new_locations:
if count_activity:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
sortable: list[tuple[int, int, int, int]] = []
for location in new_locations:
# extract all fields to avoid runtime overhead in LocationStore
item_id, target_player, flags = slot_locations[location]
# sort/group by receiver and item
sortable.append((target_player, item_id, location, flags))
info_texts: list[dict[str, typing.Any]] = []
for target_player, item_id, location, flags in sorted(sortable):
item_id, target_player, flags = ctx.locations[slot][location]
new_item = NetworkItem(item_id, location, slot, flags)
send_items_to(ctx, team, target_player, new_item)
ctx.logger.info('(Team #%d) %s sent %s to %s (%s)' % (
team + 1, ctx.player_names[(team, slot)], ctx.item_names[ctx.slot_info[target_player].game][item_id],
ctx.player_names[(team, target_player)], ctx.location_names[ctx.slot_info[slot].game][location]))
if len(info_texts) >= 140:
# split into chunks that are close to compression window of 64K but not too big on the wire
# (roughly 1300-2600 bytes after compression depending on repetitiveness)
ctx.broadcast_team(team, info_texts)
info_texts.clear()
info_texts.append(json_format_send_event(new_item, target_player))
ctx.broadcast_team(team, info_texts)
del info_texts
del sortable
info_text = json_format_send_event(new_item, target_player)
ctx.broadcast_team(team, [info_text])
ctx.location_checks[team, slot] |= new_locations
send_new_items(ctx)
@@ -1102,15 +1050,14 @@ def register_location_checks(ctx: Context, team: int, slot: int, locations: typi
"hint_points": get_slot_points(ctx, team, slot),
"checked_locations": new_locations, # send back new checks only
}])
updated_slots: typing.Set[tuple[int, int]] = set()
ctx.recheck_hints(team, slot, updated_slots)
for hint_team, hint_slot in updated_slots:
ctx.on_changed_hints(hint_team, hint_slot)
old_hints = ctx.hints[team, slot].copy()
ctx.recheck_hints(team, slot)
if old_hints != ctx.hints[team, slot]:
ctx.on_changed_hints(team, slot)
ctx.save()
def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, str], auto_status: HintStatus) \
-> typing.List[Hint]:
def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, str]) -> typing.List[NetUtils.Hint]:
hints = []
slots: typing.Set[int] = {slot}
for group_id, group in ctx.groups.items():
@@ -1120,58 +1067,31 @@ def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, st
seeked_item_id = item if isinstance(item, int) else ctx.item_names_for_game(ctx.games[slot])[item]
for finding_player, location_id, item_id, receiving_player, item_flags \
in ctx.locations.find_item(slots, seeked_item_id):
prev_hint = ctx.get_hint(team, finding_player, location_id)
if prev_hint:
hints.append(prev_hint)
else:
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
new_status = auto_status
if found:
new_status = HintStatus.HINT_FOUND
elif item_flags & ItemClassification.trap:
new_status = HintStatus.HINT_AVOID
hints.append(Hint(receiving_player, finding_player, location_id, item_id, found, entrance,
item_flags, new_status))
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
hints.append(NetUtils.Hint(receiving_player, finding_player, location_id, item_id, found, entrance,
item_flags))
return hints
def collect_hint_location_name(ctx: Context, team: int, slot: int, location: str, auto_status: HintStatus) \
-> typing.List[Hint]:
def collect_hint_location_name(ctx: Context, team: int, slot: int, location: str) -> typing.List[NetUtils.Hint]:
seeked_location: int = ctx.location_names_for_game(ctx.games[slot])[location]
return collect_hint_location_id(ctx, team, slot, seeked_location, auto_status)
return collect_hint_location_id(ctx, team, slot, seeked_location)
def collect_hint_location_id(ctx: Context, team: int, slot: int, seeked_location: int, auto_status: HintStatus) \
-> typing.List[Hint]:
prev_hint = ctx.get_hint(team, slot, seeked_location)
if prev_hint:
return [prev_hint]
def collect_hint_location_id(ctx: Context, team: int, slot: int, seeked_location: int) -> typing.List[NetUtils.Hint]:
result = ctx.locations[slot].get(seeked_location, (None, None, None))
if any(result):
item_id, receiving_player, item_flags = result
found = seeked_location in ctx.location_checks[team, slot]
entrance = ctx.er_hint_data.get(slot, {}).get(seeked_location, "")
new_status = auto_status
if found:
new_status = HintStatus.HINT_FOUND
elif item_flags & ItemClassification.trap:
new_status = HintStatus.HINT_AVOID
return [Hint(receiving_player, slot, seeked_location, item_id, found, entrance, item_flags,
new_status)]
return [NetUtils.Hint(receiving_player, slot, seeked_location, item_id, found, entrance, item_flags)]
return []
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "(found)",
HintStatus.HINT_UNSPECIFIED: "(unspecified)",
HintStatus.HINT_NO_PRIORITY: "(no priority)",
HintStatus.HINT_AVOID: "(avoid)",
HintStatus.HINT_PRIORITY: "(priority)",
}
def format_hint(ctx: Context, team: int, hint: Hint) -> str:
def format_hint(ctx: Context, team: int, hint: NetUtils.Hint) -> str:
text = f"[Hint]: {ctx.player_names[team, hint.receiving_player]}'s " \
f"{ctx.item_names[ctx.slot_info[hint.receiving_player].game][hint.item]} is " \
f"at {ctx.location_names[ctx.slot_info[hint.finding_player].game][hint.location]} " \
@@ -1179,8 +1099,7 @@ def format_hint(ctx: Context, team: int, hint: Hint) -> str:
if hint.entrance:
text += f" at {hint.entrance}"
return text + ". " + status_names.get(hint.status, "(unknown)")
return text + (". (found)" if hint.found else ".")
def json_format_send_event(net_item: NetworkItem, receiving_player: int):
@@ -1584,7 +1503,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
def get_hints(self, input_text: str, for_location: bool = False) -> bool:
points_available = get_client_points(self.ctx, self.client)
cost = self.ctx.get_hint_cost(self.client.slot)
auto_status = HintStatus.HINT_UNSPECIFIED if for_location else HintStatus.HINT_PRIORITY
if not input_text:
hints = {hint.re_check(self.ctx, self.client.team) for hint in
self.ctx.hints[self.client.team, self.client.slot]}
@@ -1610,9 +1529,9 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.output(f"Sorry, \"{hint_name}\" is marked as non-hintable.")
hints = []
elif not for_location:
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_id, auto_status)
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_id)
else:
hints = collect_hint_location_id(self.ctx, self.client.team, self.client.slot, hint_id, auto_status)
hints = collect_hint_location_id(self.ctx, self.client.team, self.client.slot, hint_id)
else:
game = self.ctx.games[self.client.slot]
@@ -1632,16 +1551,16 @@ class ClientMessageProcessor(CommonCommandProcessor):
hints = []
for item_name in self.ctx.item_name_groups[game][hint_name]:
if item_name in self.ctx.item_names_for_game(game): # ensure item has an ID
hints.extend(collect_hints(self.ctx, self.client.team, self.client.slot, item_name, auto_status))
hints.extend(collect_hints(self.ctx, self.client.team, self.client.slot, item_name))
elif not for_location and hint_name in self.ctx.item_names_for_game(game): # item name
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_name, auto_status)
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_name)
elif hint_name in self.ctx.location_name_groups[game]: # location group name
hints = []
for loc_name in self.ctx.location_name_groups[game][hint_name]:
if loc_name in self.ctx.location_names_for_game(game):
hints.extend(collect_hint_location_name(self.ctx, self.client.team, self.client.slot, loc_name, auto_status))
hints.extend(collect_hint_location_name(self.ctx, self.client.team, self.client.slot, loc_name))
else: # location name
hints = collect_hint_location_name(self.ctx, self.client.team, self.client.slot, hint_name, auto_status)
hints = collect_hint_location_name(self.ctx, self.client.team, self.client.slot, hint_name)
else:
self.output(response)
@@ -1806,9 +1725,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
ctx.clients[team][slot].append(client)
client.version = args['version']
client.tags = args['tags']
client.no_locations = "TextOnly" in client.tags or "Tracker" in client.tags
# set NoText for old PopTracker clients that predate the tag to save traffic
client.no_text = "NoText" in client.tags or ("PopTracker" in client.tags and client.version < (0, 5, 1))
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
connected_packet = {
"cmd": "Connected",
"team": client.team, "slot": client.slot,
@@ -1881,9 +1798,6 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
client.tags = args["tags"]
if set(old_tags) != set(client.tags):
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
client.no_text = "NoText" in client.tags or (
"PopTracker" in client.tags and client.version < (0, 5, 1)
)
ctx.broadcast_text_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has changed tags "
f"from {old_tags} to {client.tags}.",
@@ -1912,63 +1826,19 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
for location in args["locations"]:
if type(location) is not int:
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'Locations has to be a list of integers',
[{'cmd': 'InvalidPacket', "type": "arguments", "text": 'LocationScouts',
"original_cmd": cmd}])
return
target_item, target_player, flags = ctx.locations[client.slot][location]
if create_as_hint:
hints.extend(collect_hint_location_id(ctx, client.team, client.slot, location,
HintStatus.HINT_UNSPECIFIED))
hints.extend(collect_hint_location_id(ctx, client.team, client.slot, location))
locs.append(NetworkItem(target_item, location, target_player, flags))
ctx.notify_hints(client.team, hints, only_new=create_as_hint == 2)
if locs and create_as_hint:
ctx.save()
await ctx.send_msgs(client, [{'cmd': 'LocationInfo', 'locations': locs}])
elif cmd == 'UpdateHint':
location = args["location"]
player = args["player"]
status = args["status"]
if not isinstance(player, int) or not isinstance(location, int) \
or (status is not None and not isinstance(status, int)):
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments", "text": 'UpdateHint',
"original_cmd": cmd}])
return
hint = ctx.get_hint(client.team, player, location)
if not hint:
return # Ignored safely
if client.slot not in ctx.slot_set(hint.receiving_player):
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments", "text": 'UpdateHint: No Permission',
"original_cmd": cmd}])
return
new_hint = hint
if status is None:
return
try:
status = HintStatus(status)
except ValueError:
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'UpdateHint: Invalid Status', "original_cmd": cmd}])
return
if status == HintStatus.HINT_FOUND:
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'UpdateHint: Cannot manually update status to "HINT_FOUND"', "original_cmd": cmd}])
return
new_hint = new_hint.re_prioritize(ctx, status)
if hint == new_hint:
return
ctx.replace_hint(client.team, hint.finding_player, hint, new_hint)
ctx.replace_hint(client.team, hint.receiving_player, hint, new_hint)
ctx.save()
ctx.on_changed_hints(client.team, hint.finding_player)
ctx.on_changed_hints(client.team, hint.receiving_player)
elif cmd == 'StatusUpdate':
update_client_status(ctx, client, args["status"])
@@ -2016,13 +1886,12 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
args["cmd"] = "SetReply"
value = ctx.stored_data.get(args["key"], args.get("default", 0))
args["original_value"] = copy.copy(value)
args["slot"] = client.slot
for operation in args["operations"]:
func = modify_functions[operation["operation"]]
value = func(value, operation["value"])
ctx.stored_data[args["key"]] = args["value"] = value
targets = set(ctx.stored_data_notification_clients[args["key"]])
if args.get("want_reply", False):
if args.get("want_reply", True):
targets.add(client)
if targets:
ctx.broadcast(targets, [args])
@@ -2274,9 +2143,9 @@ class ServerCommandProcessor(CommonCommandProcessor):
hints = []
for item_name_from_group in self.ctx.item_name_groups[game][item]:
if item_name_from_group in self.ctx.item_names_for_game(game): # ensure item has an ID
hints.extend(collect_hints(self.ctx, team, slot, item_name_from_group, HintStatus.HINT_PRIORITY))
hints.extend(collect_hints(self.ctx, team, slot, item_name_from_group))
else: # item name or id
hints = collect_hints(self.ctx, team, slot, item, HintStatus.HINT_PRIORITY)
hints = collect_hints(self.ctx, team, slot, item)
if hints:
self.ctx.notify_hints(team, hints)
@@ -2310,17 +2179,14 @@ class ServerCommandProcessor(CommonCommandProcessor):
if usable:
if isinstance(location, int):
hints = collect_hint_location_id(self.ctx, team, slot, location,
HintStatus.HINT_UNSPECIFIED)
hints = collect_hint_location_id(self.ctx, team, slot, location)
elif game in self.ctx.location_name_groups and location in self.ctx.location_name_groups[game]:
hints = []
for loc_name_from_group in self.ctx.location_name_groups[game][location]:
if loc_name_from_group in self.ctx.location_names_for_game(game):
hints.extend(collect_hint_location_name(self.ctx, team, slot, loc_name_from_group,
HintStatus.HINT_UNSPECIFIED))
hints.extend(collect_hint_location_name(self.ctx, team, slot, loc_name_from_group))
else:
hints = collect_hint_location_name(self.ctx, team, slot, location,
HintStatus.HINT_UNSPECIFIED)
hints = collect_hint_location_name(self.ctx, team, slot, location)
if hints:
self.ctx.notify_hints(team, hints)
else:
@@ -2410,8 +2276,6 @@ def parse_args() -> argparse.Namespace:
parser.add_argument('--cert_key', help="Path to SSL Certificate Key file")
parser.add_argument('--loglevel', default=defaults["loglevel"],
choices=['debug', 'info', 'warning', 'error', 'critical'])
parser.add_argument('--logtime', help="Add timestamps to STDOUT",
default=defaults["logtime"], action='store_true')
parser.add_argument('--location_check_points', default=defaults["location_check_points"], type=int)
parser.add_argument('--hint_cost', default=defaults["hint_cost"], type=int)
parser.add_argument('--disable_item_cheat', default=defaults["disable_item_cheat"], action='store_true')
@@ -2492,9 +2356,7 @@ def load_server_cert(path: str, cert_key: typing.Optional[str]) -> "ssl.SSLConte
async def main(args: argparse.Namespace):
Utils.init_logging(name="Server",
loglevel=args.loglevel.lower(),
add_timestamp=args.logtime)
Utils.init_logging("Server", loglevel=args.loglevel.lower())
ctx = Context(args.host, args.port, args.server_password, args.password, args.location_check_points,
args.hint_cost, not args.disable_item_cheat, args.release_mode, args.collect_mode,

View File

@@ -5,20 +5,11 @@ import enum
import warnings
from json import JSONEncoder, JSONDecoder
if typing.TYPE_CHECKING:
from websockets import WebSocketServerProtocol as ServerConnection
import websockets
from Utils import ByValue, Version
class HintStatus(ByValue, enum.IntEnum):
HINT_UNSPECIFIED = 0
HINT_NO_PRIORITY = 10
HINT_AVOID = 20
HINT_PRIORITY = 30
HINT_FOUND = 40
class JSONMessagePart(typing.TypedDict, total=False):
text: str
# optional
@@ -28,8 +19,6 @@ class JSONMessagePart(typing.TypedDict, total=False):
player: int
# if type == item indicates item flags
flags: int
# if type == hint_status
hint_status: HintStatus
class ClientStatus(ByValue, enum.IntEnum):
@@ -152,7 +141,7 @@ decode = JSONDecoder(object_hook=_object_hook).decode
class Endpoint:
socket: "ServerConnection"
socket: websockets.WebSocketServerProtocol
def __init__(self, socket):
self.socket = socket
@@ -195,7 +184,6 @@ class JSONTypes(str, enum.Enum):
location_name = "location_name"
location_id = "location_id"
entrance_name = "entrance_name"
hint_status = "hint_status"
class JSONtoTextParser(metaclass=HandlerMeta):
@@ -236,7 +224,7 @@ class JSONtoTextParser(metaclass=HandlerMeta):
def _handle_player_id(self, node: JSONMessagePart):
player = int(node["text"])
node["color"] = 'magenta' if self.ctx.slot_concerns_self(player) else 'yellow'
node["color"] = 'magenta' if player == self.ctx.slot else 'yellow'
node["text"] = self.ctx.player_names[player]
return self._handle_color(node)
@@ -277,10 +265,6 @@ class JSONtoTextParser(metaclass=HandlerMeta):
node["color"] = 'blue'
return self._handle_color(node)
def _handle_hint_status(self, node: JSONMessagePart):
node["color"] = status_colors.get(node["hint_status"], "red")
return self._handle_color(node)
class RawJSONtoTextParser(JSONtoTextParser):
def _handle_color(self, node: JSONMessagePart):
@@ -313,27 +297,6 @@ def add_json_location(parts: list, location_id: int, player: int = 0, **kwargs)
parts.append({"text": str(location_id), "player": player, "type": JSONTypes.location_id, **kwargs})
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "(found)",
HintStatus.HINT_UNSPECIFIED: "(unspecified)",
HintStatus.HINT_NO_PRIORITY: "(no priority)",
HintStatus.HINT_AVOID: "(avoid)",
HintStatus.HINT_PRIORITY: "(priority)",
}
status_colors: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "green",
HintStatus.HINT_UNSPECIFIED: "white",
HintStatus.HINT_NO_PRIORITY: "slateblue",
HintStatus.HINT_AVOID: "salmon",
HintStatus.HINT_PRIORITY: "plum",
}
def add_json_hint_status(parts: list, hint_status: HintStatus, text: typing.Optional[str] = None, **kwargs):
parts.append({"text": text if text != None else status_names.get(hint_status, "(unknown)"),
"hint_status": hint_status, "type": JSONTypes.hint_status, **kwargs})
class Hint(typing.NamedTuple):
receiving_player: int
finding_player: int
@@ -342,21 +305,14 @@ class Hint(typing.NamedTuple):
found: bool
entrance: str = ""
item_flags: int = 0
status: HintStatus = HintStatus.HINT_UNSPECIFIED
def re_check(self, ctx, team) -> Hint:
if self.found and self.status == HintStatus.HINT_FOUND:
if self.found:
return self
found = self.location in ctx.location_checks[team, self.finding_player]
if found:
return self._replace(found=found, status=HintStatus.HINT_FOUND)
return self
def re_prioritize(self, ctx, status: HintStatus) -> Hint:
if self.found and status != HintStatus.HINT_FOUND:
status = HintStatus.HINT_FOUND
if status != self.status:
return self._replace(status=status)
return Hint(self.receiving_player, self.finding_player, self.location, self.item, found, self.entrance,
self.item_flags)
return self
def __hash__(self):
@@ -378,7 +334,10 @@ class Hint(typing.NamedTuple):
else:
add_json_text(parts, "'s World")
add_json_text(parts, ". ")
add_json_hint_status(parts, self.status)
if self.found:
add_json_text(parts, "(found)", type="color", color="green")
else:
add_json_text(parts, "(not found)", type="color", color="red")
return {"cmd": "PrintJSON", "data": parts, "type": "Hint",
"receiving": self.receiving_player,
@@ -424,8 +383,6 @@ class _LocationStore(dict, typing.MutableMapping[int, typing.Dict[int, typing.Tu
checked = state[team, slot]
if not checked:
# This optimizes the case where everyone connects to a fresh game at the same time.
if slot not in self:
raise KeyError(slot)
return []
return [location_id for
location_id in self[slot] if

View File

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

View File

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

View File

@@ -137,7 +137,7 @@ class Option(typing.Generic[T], metaclass=AssembleOptions):
If this is False, the docstring is instead interpreted as plain text, and
displayed as-is on the WebHost with whitespace preserved.
If this is None, it inherits the value of `WebWorld.rich_text_options_doc`. For
If this is None, it inherits the value of `World.rich_text_options_doc`. For
backwards compatibility, this defaults to False, but worlds are encouraged to
set it to True and use reStructuredText for their Option documentation.
@@ -496,7 +496,7 @@ class TextChoice(Choice):
def __init__(self, value: typing.Union[str, int]):
assert isinstance(value, str) or isinstance(value, int), \
f"'{value}' is not a valid option for '{self.__class__.__name__}'"
f"{value} is not a valid option for {self.__class__.__name__}"
self.value = value
@property
@@ -617,17 +617,17 @@ class PlandoBosses(TextChoice, metaclass=BossMeta):
used_locations.append(location)
used_bosses.append(boss)
if not cls.valid_boss_name(boss):
raise ValueError(f"'{boss.title()}' is not a valid boss name.")
raise ValueError(f"{boss.title()} is not a valid boss name.")
if not cls.valid_location_name(location):
raise ValueError(f"'{location.title()}' is not a valid boss location name.")
raise ValueError(f"{location.title()} is not a valid boss location name.")
if not cls.can_place_boss(boss, location):
raise ValueError(f"'{location.title()}' is not a valid location for {boss.title()} to be placed.")
raise ValueError(f"{location.title()} is not a valid location for {boss.title()} to be placed.")
else:
if cls.duplicate_bosses:
if not cls.valid_boss_name(option):
raise ValueError(f"'{option}' is not a valid boss name.")
raise ValueError(f"{option} is not a valid boss name.")
else:
raise ValueError(f"'{option.title()}' is not formatted correctly.")
raise ValueError(f"{option.title()} is not formatted correctly.")
@classmethod
def can_place_boss(cls, boss: str, location: str) -> bool:
@@ -689,9 +689,9 @@ class Range(NumericOption):
@classmethod
def weighted_range(cls, text) -> Range:
if text == "random-low":
return cls(cls.triangular(cls.range_start, cls.range_end, 0.0))
return cls(cls.triangular(cls.range_start, cls.range_end, cls.range_start))
elif text == "random-high":
return cls(cls.triangular(cls.range_start, cls.range_end, 1.0))
return cls(cls.triangular(cls.range_start, cls.range_end, cls.range_end))
elif text == "random-middle":
return cls(cls.triangular(cls.range_start, cls.range_end))
elif text.startswith("random-range-"):
@@ -717,11 +717,11 @@ class Range(NumericOption):
f"{random_range[0]}-{random_range[1]} is outside allowed range "
f"{cls.range_start}-{cls.range_end} for option {cls.__name__}")
if text.startswith("random-range-low"):
return cls(cls.triangular(random_range[0], random_range[1], 0.0))
return cls(cls.triangular(random_range[0], random_range[1], random_range[0]))
elif text.startswith("random-range-middle"):
return cls(cls.triangular(random_range[0], random_range[1]))
elif text.startswith("random-range-high"):
return cls(cls.triangular(random_range[0], random_range[1], 1.0))
return cls(cls.triangular(random_range[0], random_range[1], random_range[1]))
else:
return cls(random.randint(random_range[0], random_range[1]))
@@ -739,16 +739,8 @@ class Range(NumericOption):
return str(self.value)
@staticmethod
def triangular(lower: int, end: int, tri: float = 0.5) -> int:
"""
Integer triangular distribution for `lower` inclusive to `end` inclusive.
Expects `lower <= end` and `0.0 <= tri <= 1.0`. The result of other inputs is undefined.
"""
# Use the continuous range [lower, end + 1) to produce an integer result in [lower, end].
# random.triangular is actually [a, b] and not [a, b), so there is a very small chance of getting exactly b even
# when a != b, so ensure the result is never more than `end`.
return min(end, math.floor(random.triangular(0.0, 1.0, tri) * (end - lower + 1) + lower))
def triangular(lower: int, end: int, tri: typing.Optional[int] = None) -> int:
return int(round(random.triangular(lower, end, tri), 0))
class NamedRange(Range):
@@ -762,7 +754,7 @@ class NamedRange(Range):
elif value > self.range_end and value not in self.special_range_names.values():
raise Exception(f"{value} is higher than maximum {self.range_end} for option {self.__class__.__name__} " +
f"and is also not one of the supported named special values: {self.special_range_names}")
# See docstring
for key in self.special_range_names:
if key != key.lower():
@@ -825,21 +817,18 @@ class VerifyKeys(metaclass=FreezeValidKeys):
for item_name in self.value:
if item_name not in world.item_names:
picks = get_fuzzy_results(item_name, world.item_names, limit=1)
raise Exception(f"Item '{item_name}' from option '{self}' "
f"is not a valid item name from '{world.game}'. "
raise Exception(f"Item {item_name} from option {self} "
f"is not a valid item name from {world.game}. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure)")
elif self.verify_location_name:
for location_name in self.value:
if location_name not in world.location_names:
picks = get_fuzzy_results(location_name, world.location_names, limit=1)
raise Exception(f"Location '{location_name}' from option '{self}' "
f"is not a valid location name from '{world.game}'. "
raise Exception(f"Location {location_name} from option {self} "
f"is not a valid location name from {world.game}. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure)")
def __iter__(self) -> typing.Iterator[typing.Any]:
return self.value.__iter__()
class OptionDict(Option[typing.Dict[str, typing.Any]], VerifyKeys, typing.Mapping[str, typing.Any]):
default = {}
supports_weighting = False
@@ -871,8 +860,6 @@ class ItemDict(OptionDict):
verify_item_name = True
def __init__(self, value: typing.Dict[str, int]):
if any(item_count is None for item_count in value.values()):
raise Exception("Items must have counts associated with them. Please provide positive integer values in the format \"item\": count .")
if any(item_count < 1 for item_count in value.values()):
raise Exception("Cannot have non-positive item counts.")
super(ItemDict, self).__init__(value)
@@ -1119,11 +1106,11 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
used_entrances.append(entrance)
used_exits.append(exit)
if not cls.validate_entrance_name(entrance):
raise ValueError(f"'{entrance.title()}' is not a valid entrance.")
raise ValueError(f"{entrance.title()} is not a valid entrance.")
if not cls.validate_exit_name(exit):
raise ValueError(f"'{exit.title()}' is not a valid exit.")
raise ValueError(f"{exit.title()} is not a valid exit.")
if not cls.can_connect(entrance, exit):
raise ValueError(f"Connection between '{entrance.title()}' and '{exit.title()}' is invalid.")
raise ValueError(f"Connection between {entrance.title()} and {exit.title()} is invalid.")
@classmethod
def from_any(cls, data: PlandoConFromAnyType) -> Self:
@@ -1188,7 +1175,7 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
class Accessibility(Choice):
"""
Set rules for reachability of your items/locations.
**Full:** ensure everything can be reached and acquired.
**Minimal:** ensure what is needed to reach your goal can be acquired.
@@ -1206,7 +1193,7 @@ class Accessibility(Choice):
class ItemsAccessibility(Accessibility):
"""
Set rules for reachability of your items/locations.
**Full:** ensure everything can be reached and acquired.
**Minimal:** ensure what is needed to reach your goal can be acquired.
@@ -1257,16 +1244,12 @@ class CommonOptions(metaclass=OptionsMetaProperty):
progression_balancing: ProgressionBalancing
accessibility: Accessibility
def as_dict(self,
*option_names: str,
casing: typing.Literal["snake", "camel", "pascal", "kebab"] = "snake",
toggles_as_bools: bool = False) -> typing.Dict[str, typing.Any]:
def as_dict(self, *option_names: str, casing: str = "snake") -> typing.Dict[str, typing.Any]:
"""
Returns a dictionary of [str, Option.value]
:param option_names: names of the options to return
:param casing: case of the keys to return. Supports `snake`, `camel`, `pascal`, `kebab`
:param toggles_as_bools: whether toggle options should be output as bools instead of strings
"""
assert option_names, "options.as_dict() was used without any option names."
option_results = {}
@@ -1288,8 +1271,6 @@ class CommonOptions(metaclass=OptionsMetaProperty):
value = getattr(self, option_name).value
if isinstance(value, set):
value = sorted(value)
elif toggles_as_bools and issubclass(type(self).type_hints[option_name], Toggle):
value = bool(value)
option_results[display_name] = value
else:
raise ValueError(f"{option_name} not found in {tuple(type(self).type_hints)}")
@@ -1387,8 +1368,8 @@ class ItemLinks(OptionList):
picks_group = get_fuzzy_results(item_name, world.item_name_groups.keys(), limit=1)
picks_group = f" or '{picks_group[0][0]}' ({picks_group[0][1]}% sure)" if allow_item_groups else ""
raise Exception(f"Item '{item_name}' from item link '{item_link}' "
f"is not a valid item from '{world.game}' for '{pool_name}'. "
raise Exception(f"Item {item_name} from item link {item_link} "
f"is not a valid item from {world.game} for {pool_name}. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure){picks_group}")
if allow_item_groups:
pool |= world.item_name_groups.get(item_name, {item_name})
@@ -1479,26 +1460,22 @@ it.
def get_option_groups(world: typing.Type[World], visibility_level: Visibility = Visibility.template) -> typing.Dict[
str, typing.Dict[str, typing.Type[Option[typing.Any]]]]:
"""Generates and returns a dictionary for the option groups of a specified world."""
option_to_name = {option: option_name for option_name, option in world.options_dataclass.type_hints.items()}
ordered_groups = {group.name: group.options for group in world.web.option_groups}
option_groups = {option: option_group.name
for option_group in world.web.option_groups
for option in option_group.options}
# add a default option group for uncategorized options to get thrown into
if "Game Options" not in ordered_groups:
grouped_options = set(option for group in ordered_groups.values() for option in group)
ungrouped_options = [option for option in option_to_name if option not in grouped_options]
# only add the game options group if we have ungrouped options
if ungrouped_options:
ordered_groups = {**{"Game Options": ungrouped_options}, **ordered_groups}
ordered_groups = ["Game Options"]
[ordered_groups.append(group) for group in option_groups.values() if group not in ordered_groups]
grouped_options = {group: {} for group in ordered_groups}
for option_name, option in world.options_dataclass.type_hints.items():
if visibility_level & option.visibility:
grouped_options[option_groups.get(option, "Game Options")][option_name] = option
return {
group: {
option_to_name[option]: option
for option in group_options
if (visibility_level in option.visibility and option in option_to_name)
}
for group, group_options in ordered_groups.items()
}
# if the world doesn't have any ungrouped options, this group will be empty so just remove it
if not grouped_options["Game Options"]:
del grouped_options["Game Options"]
return grouped_options
def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], generate_hidden: bool = True) -> None:
@@ -1579,11 +1556,10 @@ def dump_player_options(multiworld: MultiWorld) -> None:
player_output = {
"Game": multiworld.game[player],
"Name": multiworld.get_player_name(player),
"ID": player,
}
output.append(player_output)
for option_key, option in world.options_dataclass.type_hints.items():
if option.visibility == Visibility.none:
if issubclass(Removed, option):
continue
display_name = getattr(option, "display_name", option_key)
player_output[display_name] = getattr(world.options, option_key).current_option_name
@@ -1592,7 +1568,7 @@ def dump_player_options(multiworld: MultiWorld) -> None:
game_option_names.append(display_name)
with open(output_path(f"generate_{multiworld.seed_name}.csv"), mode="w", newline="") as file:
fields = ["ID", "Game", "Name", *all_option_names]
fields = ["Game", "Name", *all_option_names]
writer = DictWriter(file, fields)
writer.writeheader()
writer.writerows(output)

View File

@@ -76,12 +76,6 @@ Currently, the following games are supported:
* Kingdom Hearts 1
* Mega Man 2
* Yacht Dice
* Faxanadu
* Saving Princess
* Castlevania: Circle of the Moon
* Inscryption
* Civilization VI
* The Legend of Zelda: The Wind Waker
For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled

View File

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

View File

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

View File

@@ -19,7 +19,8 @@ import warnings
from argparse import Namespace
from settings import Settings, get_settings
from time import sleep
from typing import BinaryIO, Coroutine, Optional, Set, Dict, Any, Union, TypeGuard
from typing import BinaryIO, Coroutine, Optional, Set, Dict, Any, Union
from typing_extensions import TypeGuard
from yaml import load, load_all, dump
try:
@@ -47,7 +48,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self)
__version__ = "0.6.2"
__version__ = "0.5.1"
version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux")
@@ -152,15 +153,8 @@ def home_path(*path: str) -> str:
if hasattr(home_path, 'cached_path'):
pass
elif sys.platform.startswith('linux'):
xdg_data_home = os.getenv('XDG_DATA_HOME', os.path.expanduser('~/.local/share'))
home_path.cached_path = xdg_data_home + '/Archipelago'
if not os.path.isdir(home_path.cached_path):
legacy_home_path = os.path.expanduser('~/Archipelago')
if os.path.isdir(legacy_home_path):
os.renames(legacy_home_path, home_path.cached_path)
os.symlink(home_path.cached_path, legacy_home_path)
else:
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
home_path.cached_path = os.path.expanduser('~/Archipelago')
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
else:
# not implemented
home_path.cached_path = local_path() # this will generate the same exceptions we got previously
@@ -428,8 +422,7 @@ class RestrictedUnpickler(pickle.Unpickler):
if module == "builtins" and name in safe_builtins:
return getattr(builtins, name)
# used by MultiServer -> savegame/multidata
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint",
"SlotType", "NetworkSlot", "HintStatus"}:
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint", "SlotType", "NetworkSlot"}:
return getattr(self.net_utils_module, name)
# Options and Plando are unpickled by WebHost -> Generate
if module == "worlds.generic" and name == "PlandoItem":
@@ -443,8 +436,7 @@ class RestrictedUnpickler(pickle.Unpickler):
else:
mod = importlib.import_module(module)
obj = getattr(mod, name)
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection,
self.options_module.PlandoText)):
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection)):
return obj
# Forbid everything else.
raise pickle.UnpicklingError(f"global '{module}.{name}' is forbidden")
@@ -493,9 +485,9 @@ def get_text_after(text: str, start: str) -> str:
loglevel_mapping = {'error': logging.ERROR, 'info': logging.INFO, 'warning': logging.WARNING, 'debug': logging.DEBUG}
def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
write_mode: str = "w", log_format: str = "[%(name)s at %(asctime)s]: %(message)s",
add_timestamp: bool = False, exception_logger: typing.Optional[str] = None):
def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, write_mode: str = "w",
log_format: str = "[%(name)s at %(asctime)s]: %(message)s",
exception_logger: typing.Optional[str] = None):
import datetime
loglevel: int = loglevel_mapping.get(loglevel, loglevel)
log_folder = user_path("logs")
@@ -522,15 +514,11 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
def filter(self, record: logging.LogRecord) -> bool:
return self.condition(record)
file_handler.addFilter(Filter("NoStream", lambda record: not getattr(record, "NoFile", False)))
file_handler.addFilter(Filter("NoCarriageReturn", lambda record: '\r' not in record.getMessage()))
file_handler.addFilter(Filter("NoStream", lambda record: not getattr(record, "NoFile", False)))
root_logger.addHandler(file_handler)
if sys.stdout:
formatter = logging.Formatter(fmt='[%(asctime)s] %(message)s', datefmt='%Y-%m-%d %H:%M:%S')
stream_handler = logging.StreamHandler(sys.stdout)
stream_handler.addFilter(Filter("NoFile", lambda record: not getattr(record, "NoStream", False)))
if add_timestamp:
stream_handler.setFormatter(formatter)
root_logger.addHandler(stream_handler)
# Relay unhandled exceptions to logger.
@@ -542,8 +530,7 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
sys.__excepthook__(exc_type, exc_value, exc_traceback)
return
logging.getLogger(exception_logger).exception("Uncaught exception",
exc_info=(exc_type, exc_value, exc_traceback),
extra={"NoStream": exception_logger is None})
exc_info=(exc_type, exc_value, exc_traceback))
return orig_hook(exc_type, exc_value, exc_traceback)
handle_exception._wrapped = True
@@ -566,7 +553,7 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
import platform
logging.info(
f"Archipelago ({__version__}) logging initialized"
f" on {platform.platform()} process {os.getpid()}"
f" on {platform.platform()}"
f" running Python {sys.version_info.major}.{sys.version_info.minor}.{sys.version_info.micro}"
f"{' (frozen)' if is_frozen() else ''}"
)
@@ -868,10 +855,11 @@ def async_start(co: Coroutine[None, None, typing.Any], name: Optional[str] = Non
task.add_done_callback(_faf_tasks.discard)
def deprecate(message: str, add_stacklevels: int = 0):
def deprecate(message: str):
if __debug__:
raise Exception(message)
warnings.warn(message, stacklevel=2 + add_stacklevels)
import warnings
warnings.warn(message)
class DeprecateDict(dict):
@@ -885,9 +873,10 @@ class DeprecateDict(dict):
def __getitem__(self, item: Any) -> Any:
if self.should_error:
deprecate(self.log_message, add_stacklevels=1)
deprecate(self.log_message)
elif __debug__:
warnings.warn(self.log_message, stacklevel=2)
import warnings
warnings.warn(self.log_message)
return super().__getitem__(item)
@@ -941,7 +930,7 @@ def freeze_support() -> None:
def visualize_regions(root_region: Region, file_name: str, *,
show_entrance_names: bool = False, show_locations: bool = True, show_other_regions: bool = True,
linetype_ortho: bool = True, regions_to_highlight: set[Region] | None = None) -> None:
linetype_ortho: bool = True) -> None:
"""Visualize the layout of a world as a PlantUML diagram.
:param root_region: The region from which to start the diagram from. (Usually the "Menu" region of your world.)
@@ -957,22 +946,16 @@ def visualize_regions(root_region: Region, file_name: str, *,
Items without ID will be shown in italics.
:param show_other_regions: (default True) If enabled, regions that can't be reached by traversing exits are shown.
:param linetype_ortho: (default True) If enabled, orthogonal straight line parts will be used; otherwise polylines.
:param regions_to_highlight: Regions that will be highlighted in green if they are reachable.
Example usage in World code:
from Utils import visualize_regions
state = self.multiworld.get_all_state(False)
state.update_reachable_regions(self.player)
visualize_regions(self.get_region("Menu"), "my_world.puml", show_entrance_names=True,
regions_to_highlight=state.reachable_regions[self.player])
visualize_regions(self.multiworld.get_region("Menu", self.player), "my_world.puml")
Example usage in Main code:
from Utils import visualize_regions
for player in multiworld.player_ids:
visualize_regions(multiworld.get_region("Menu", player), f"{multiworld.get_out_file_name_base(player)}.puml")
"""
if regions_to_highlight is None:
regions_to_highlight = set()
assert root_region.multiworld, "The multiworld attribute of root_region has to be filled"
from BaseClasses import Entrance, Item, Location, LocationProgressType, MultiWorld, Region
from collections import deque
@@ -1025,7 +1008,7 @@ def visualize_regions(root_region: Region, file_name: str, *,
uml.append(f"\"{fmt(region)}\" : {{field}} {lock}{fmt(location)}")
def visualize_region(region: Region) -> None:
uml.append(f"class \"{fmt(region)}\" {'#00FF00' if region in regions_to_highlight else ''}")
uml.append(f"class \"{fmt(region)}\"")
if show_locations:
visualize_locations(region)
visualize_exits(region)

View File

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

View File

@@ -17,7 +17,7 @@ from Utils import get_file_safe_name
if typing.TYPE_CHECKING:
from flask import Flask
Utils.local_path.cached_path = os.path.dirname(__file__)
Utils.local_path.cached_path = os.path.dirname(__file__) or "." # py3.8 is not abs. remove "." when dropping 3.8
settings.no_gui = True
configpath = os.path.abspath("config.yaml")
if not os.path.exists(configpath): # fall back to config.yaml in home
@@ -34,7 +34,7 @@ def get_app() -> "Flask":
app.config.from_file(configpath, yaml.safe_load)
logging.info(f"Updated config from {configpath}")
# inside get_app() so it's usable in systems like gunicorn, which do not run WebHost.py, but import it.
parser = argparse.ArgumentParser(allow_abbrev=False)
parser = argparse.ArgumentParser()
parser.add_argument('--config_override', default=None,
help="Path to yaml config file that overrules config.yaml.")
args = parser.parse_known_args()[0]

View File

@@ -39,8 +39,6 @@ app.config["SECRET_KEY"] = bytes(socket.gethostname(), encoding="utf-8")
app.config["JOB_THRESHOLD"] = 1
# after what time in seconds should generation be aborted, freeing the queue slot. Can be set to None to disable.
app.config["JOB_TIME"] = 600
# memory limit for generator processes in bytes
app.config["GENERATOR_MEMORY_LIMIT"] = 4294967296
app.config['SESSION_PERMANENT'] = True
# waitress uses one thread for I/O, these are for processing of views that then get sent
@@ -87,6 +85,6 @@ def register():
from WebHostLib.customserver import run_server_process
# to trigger app routing picking up on it
from . import tracker, upload, landing, check, generate, downloads, api, stats, misc, robots, options, session
from . import tracker, upload, landing, check, generate, downloads, api, stats, misc, robots, options
app.register_blueprint(api.api_endpoints)

View File

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

View File

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

View File

@@ -6,10 +6,9 @@ import multiprocessing
import typing
from datetime import timedelta, datetime
from threading import Event, Thread
from typing import Any
from uuid import UUID
from pony.orm import db_session, select, commit, PrimaryKey
from pony.orm import db_session, select, commit
from Utils import restricted_loads
from .locker import Locker, AlreadyRunningException
@@ -36,21 +35,12 @@ def handle_generation_failure(result: BaseException):
logging.exception(e)
def _mp_gen_game(gen_options: dict, meta: dict[str, Any] | None = None, owner=None, sid=None) -> PrimaryKey | None:
from setproctitle import setproctitle
setproctitle(f"Generator ({sid})")
res = gen_game(gen_options, meta=meta, owner=owner, sid=sid)
setproctitle(f"Generator (idle)")
return res
def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
try:
meta = json.loads(generation.meta)
options = restricted_loads(generation.options)
logging.info(f"Generating {generation.id} for {len(options)} players")
pool.apply_async(_mp_gen_game, (options,),
pool.apply_async(gen_game, (options,),
{"meta": meta,
"sid": generation.id,
"owner": generation.owner},
@@ -63,25 +53,7 @@ def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
generation.state = STATE_STARTED
def init_generator(config: dict[str, Any]) -> None:
from setproctitle import setproctitle
setproctitle("Generator (idle)")
try:
import resource
except ModuleNotFoundError:
pass # unix only module
else:
# set soft limit for memory to from config (default 4GiB)
soft_limit = config["GENERATOR_MEMORY_LIMIT"]
old_limit, hard_limit = resource.getrlimit(resource.RLIMIT_AS)
if soft_limit != old_limit:
resource.setrlimit(resource.RLIMIT_AS, (soft_limit, hard_limit))
logging.debug(f"Changed AS mem limit {old_limit} -> {soft_limit}")
del resource, soft_limit, hard_limit
pony_config = config["PONY"]
def init_db(pony_config: dict):
db.bind(**pony_config)
db.generate_mapping()
@@ -133,8 +105,8 @@ def autogen(config: dict):
try:
with Locker("autogen"):
with multiprocessing.Pool(config["GENERATORS"], initializer=init_generator,
initargs=(config,), maxtasksperchild=10) as generator_pool:
with multiprocessing.Pool(config["GENERATORS"], initializer=init_db,
initargs=(config["PONY"],), maxtasksperchild=10) as generator_pool:
with db_session:
to_start = select(generation for generation in Generation if generation.state == STATE_STARTED)

View File

@@ -105,9 +105,8 @@ def roll_options(options: Dict[str, Union[dict, str]],
plando_options=plando_options)
else:
for i, yaml_data in enumerate(yaml_datas):
if yaml_data is not None:
rolled_results[f"{filename}/{i + 1}"] = roll_settings(yaml_data,
plando_options=plando_options)
rolled_results[f"{filename}/{i + 1}"] = roll_settings(yaml_data,
plando_options=plando_options)
except Exception as e:
if e.__cause__:
results[filename] = f"Failed to generate options in {filename}: {e} - {e.__cause__}"

View File

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

View File

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

View File

@@ -18,6 +18,13 @@ def get_world_theme(game_name: str):
return 'grass'
@app.before_request
def register_session():
session.permanent = True # technically 31 days after the last visit
if not session.get("_id", None):
session["_id"] = uuid4() # uniquely identify each session without needing a login
@app.errorhandler(404)
@app.errorhandler(jinja2.exceptions.TemplateNotFound)
def page_not_found(err):
@@ -35,12 +42,6 @@ def start_playing():
@app.route('/games/<string:game>/info/<string:lang>')
@cache.cached()
def game_info(game, lang):
try:
world = AutoWorldRegister.world_types[game]
if lang not in world.web.game_info_languages:
raise KeyError("Sorry, this game's info page is not available in that language yet.")
except KeyError:
return abort(404)
return render_template('gameInfo.html', game=game, lang=lang, theme=get_world_theme(game))
@@ -58,12 +59,6 @@ def games():
@app.route('/tutorial/<string:game>/<string:file>/<string:lang>')
@cache.cached()
def tutorial(game, file, lang):
try:
world = AutoWorldRegister.world_types[game]
if lang not in [tut.link.split("/")[1] for tut in world.web.tutorials]:
raise KeyError("Sorry, the tutorial is not available in that language yet.")
except KeyError:
return abort(404)
return render_template("tutorial.html", game=game, file=file, lang=lang, theme=get_world_theme(game))

View File

@@ -6,7 +6,7 @@ from typing import Dict, Union
from docutils.core import publish_parts
import yaml
from flask import redirect, render_template, request, Response, abort
from flask import redirect, render_template, request, Response
import Options
from Utils import local_path
@@ -142,10 +142,7 @@ def weighted_options_old():
@app.route("/games/<string:game>/weighted-options")
@cache.cached()
def weighted_options(game: str):
try:
return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
except KeyError:
return abort(404)
return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
@app.route("/games/<string:game>/generate-weighted-yaml", methods=["POST"])
@@ -200,10 +197,7 @@ def generate_weighted_yaml(game: str):
@app.route("/games/<string:game>/player-options")
@cache.cached()
def player_options(game: str):
try:
return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
except KeyError:
return abort(404)
return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
# YAML generator for player-options

View File

@@ -1,12 +1,13 @@
flask>=3.1.0
werkzeug>=3.1.3
flask>=3.0.3
werkzeug>=3.0.6
pony>=0.7.19
waitress>=3.0.2
waitress>=3.0.0
Flask-Caching>=2.3.0
Flask-Compress>=1.17
Flask-Limiter>=3.12
bokeh>=3.6.3
markupsafe>=3.0.2
Flask-Compress>=1.15
Flask-Limiter>=3.8.0
bokeh>=3.1.1; python_version <= '3.8'
bokeh>=3.4.3; python_version == '3.9'
bokeh>=3.5.2; python_version >= '3.10'
markupsafe>=2.1.5
Markdown>=3.7
mdx-breakless-lists>=1.0.1
setproctitle>=1.3.5

View File

@@ -1,31 +0,0 @@
from uuid import uuid4, UUID
from flask import session, render_template
from WebHostLib import app
@app.before_request
def register_session():
session.permanent = True # technically 31 days after the last visit
if not session.get("_id", None):
session["_id"] = uuid4() # uniquely identify each session without needing a login
@app.route('/session')
def show_session():
return render_template(
"session.html",
)
@app.route('/session/<string:_id>')
def set_session(_id: str):
new_id: UUID = UUID(_id, version=4)
old_id: UUID = session["_id"]
if old_id != new_id:
session["_id"] = new_id
return render_template(
"session.html",
old_id=old_id,
)

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -178,15 +178,8 @@
})
.then(text => new DOMParser().parseFromString(text, 'text/html'))
.then(newDocument => {
["host-room-info", "slots-table"].forEach(function(id) {
const newEl = newDocument.getElementById(id);
const oldEl = document.getElementById(id);
if (oldEl && newEl) {
oldEl.innerHTML = newEl.innerHTML;
} else if (newEl) {
console.warn(`Did not find element to replace for ${id}`)
}
});
let el = newDocument.getElementById("host-room-info");
document.getElementById("host-room-info").innerHTML = el.innerHTML;
});
}

View File

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

View File

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

View File

@@ -8,7 +8,7 @@
{%- endmacro %}
{% macro list_patches_room(room) %}
{% if room.seed.slots %}
<table id="slots-table">
<table>
<thead>
<tr>
<th>Id</th>

View File

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

View File

@@ -213,7 +213,7 @@
{% endmacro %}
{% macro RandomizeButton(option_name, option) %}
<div class="randomize-button" data-tooltip="Pick a random value for this option.">
<div class="randomize-button" data-tooltip="Toggle randomization for this option!">
<label for="random-{{ option_name }}">
<input type="checkbox" id="random-{{ option_name }}" name="random-{{ option_name }}" class="randomize-checkbox" data-option-name="{{ option_name }}" {{ "checked" if option.default == "random" }} />
🎲

View File

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

View File

@@ -1,30 +0,0 @@
{% extends 'pageWrapper.html' %}
{% block head %}
{% include 'header/stoneHeader.html' %}
<title>Session</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
{% endblock %}
{% block body %}
<div class="markdown">
{% if old_id is defined %}
<p>Your old code was:</p>
<code>{{ old_id }}</code>
<br>
{% endif %}
<p>The following code is your unique identifier, it binds your uploaded content, such as rooms and seeds to you.
Treat it like a combined login name and password.
You should save this securely if you ever need to restore access.
You can also paste it into another device to access your content from multiple devices / browsers.
Some browsers, such as Brave, will delete your identifier cookie on a timer.</p>
<code>{{ session["_id"] }}</code>
<br>
<p>
The following link can be used to set the identifier. Do not share the code or link with others. <br>
<a href="{{ url_for('set_session', _id=session['_id']) }}">
{{ url_for('set_session', _id=session['_id'], _external=True) }}
</a>
</p>
</div>
{% endblock %}

View File

@@ -26,7 +26,6 @@
<li><a href="/user-content">User Content</a></li>
<li><a href="{{url_for('stats')}}">Game Statistics</a></li>
<li><a href="/glossary/en">Glossary</a></li>
<li><a href="{{url_for("show_session")}}">Session / Login</a></li>
</ul>
<h2>Tutorials</h2>

View File

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

View File

@@ -4,6 +4,9 @@
{% include 'header/grassHeader.html' %}
<title>Option Templates (YAML)</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
<script src="https://cdnjs.cloudflare.com/ajax/libs/showdown/1.9.1/showdown.min.js"
integrity="sha512-L03kznCrNOfVxOUovR6ESfCz9Gfny7gihUX/huVbQB9zjODtYpxaVtIaAkpetoiyV2eqWbvxMH9fiSv5enX7bw=="
crossorigin="anonymous"></script>
{% endblock %}
{% block body %}

View File

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

View File

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

View File

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

View File

@@ -53,7 +53,7 @@
<table class="range-rows" data-option="{{ option_name }}">
<tbody>
{{ RangeRow(option_name, option, option.range_start, option.range_start, True) }}
{% if option.default is number and option.range_start < option.default < option.range_end %}
{% if option.range_start < option.default < option.range_end %}
{{ RangeRow(option_name, option, option.default, option.default, True) }}
{% endif %}
{{ RangeRow(option_name, option, option.range_end, option.range_end, True) }}

View File

@@ -100,7 +100,7 @@
{% else %}
<div class="unsupported-option">
This option cannot be modified here. Please edit your .yaml file manually.
This option is not supported. Please edit your .yaml file manually.
</div>
{% endif %}

View File

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

View File

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

View File

@@ -69,14 +69,6 @@ cdef struct IndexEntry:
size_t count
if TYPE_CHECKING:
State = Dict[Tuple[int, int], Set[int]]
else:
State = Union[Tuple[int, int], Set[int], defaultdict]
T = TypeVar('T')
@cython.auto_pickle(False)
cdef class LocationStore:
"""Compact store for locations and their items in a MultiServer"""
@@ -145,16 +137,10 @@ cdef class LocationStore:
warnings.warn("Game has no locations")
# allocate the arrays and invalidate index (0xff...)
if count:
# leaving entries as NULL if there are none, makes potential memory errors more visible
self.entries = <LocationEntry*>self._mem.alloc(count, sizeof(LocationEntry))
self.entries = <LocationEntry*>self._mem.alloc(count, sizeof(LocationEntry))
self.sender_index = <IndexEntry*>self._mem.alloc(max_sender + 1, sizeof(IndexEntry))
self._raw_proxies = <PyObject**>self._mem.alloc(max_sender + 1, sizeof(PyObject*))
assert (not self.entries) == (not count)
assert self.sender_index
assert self._raw_proxies
# build entries and index
cdef size_t i = 0
for sender, locations in sorted(locations_dict.items()):
@@ -204,6 +190,8 @@ cdef class LocationStore:
raise KeyError(key)
return <object>self._raw_proxies[key]
T = TypeVar('T')
def get(self, key: int, default: T) -> Union[PlayerLocationProxy, T]:
# calling into self.__getitem__ here is slow, but this is not used in MultiServer
try:
@@ -258,11 +246,12 @@ cdef class LocationStore:
all_locations[sender].add(entry.location)
return all_locations
def get_checked(self, state: State, team: int, slot: int) -> List[int]:
cdef ap_player_t sender = slot
if sender < 0 or sender >= self.sender_index_size:
raise KeyError(slot)
if TYPE_CHECKING:
State = Dict[Tuple[int, int], Set[int]]
else:
State = Union[Tuple[int, int], Set[int], defaultdict]
def get_checked(self, state: State, team: int, slot: int) -> List[int]:
# This used to validate checks actually exist. A remnant from the past.
# If the order of locations becomes relevant at some point, we could not do sorted(set), so leaving it.
cdef set checked = state[team, slot]
@@ -274,6 +263,7 @@ cdef class LocationStore:
# Unless the set is close to empty, it's cheaper to use the python set directly, so we do that.
cdef LocationEntry* entry
cdef ap_player_t sender = slot
cdef size_t start = self.sender_index[sender].start
cdef size_t count = self.sender_index[sender].count
return [entry.location for
@@ -283,11 +273,9 @@ cdef class LocationStore:
def get_missing(self, state: State, team: int, slot: int) -> List[int]:
cdef LocationEntry* entry
cdef ap_player_t sender = slot
if sender < 0 or sender >= self.sender_index_size:
raise KeyError(slot)
cdef set checked = state[team, slot]
cdef size_t start = self.sender_index[sender].start
cdef size_t count = self.sender_index[sender].count
cdef set checked = state[team, slot]
if not len(checked):
# Skip `in` if none have been checked.
# This optimizes the case where everyone connects to a fresh game at the same time.
@@ -302,11 +290,9 @@ cdef class LocationStore:
def get_remaining(self, state: State, team: int, slot: int) -> List[Tuple[int, int]]:
cdef LocationEntry* entry
cdef ap_player_t sender = slot
if sender < 0 or sender >= self.sender_index_size:
raise KeyError(slot)
cdef set checked = state[team, slot]
cdef size_t start = self.sender_index[sender].start
cdef size_t count = self.sender_index[sender].count
cdef set checked = state[team, slot]
return sorted([(entry.receiver, entry.item) for
entry in self.entries[start:start+count] if
entry.location not in checked])
@@ -342,8 +328,7 @@ cdef class PlayerLocationProxy:
cdef LocationEntry* entry = NULL
# binary search
cdef size_t l = self._store.sender_index[self._player].start
cdef size_t e = l + self._store.sender_index[self._player].count
cdef size_t r = e
cdef size_t r = l + self._store.sender_index[self._player].count
cdef size_t m
while l < r:
m = (l + r) // 2
@@ -352,7 +337,7 @@ cdef class PlayerLocationProxy:
l = m + 1
else:
r = m
if l < e:
if entry: # count != 0
entry = self._store.entries + l
if entry.location == loc:
return entry
@@ -364,6 +349,8 @@ cdef class PlayerLocationProxy:
return entry.item, entry.receiver, entry.flags
raise KeyError(f"No location {key} for player {self._player}")
T = TypeVar('T')
def get(self, key: int, default: T) -> Union[Tuple[int, int, int], T]:
cdef LocationEntry* entry = self._get(key)
if entry:

View File

@@ -3,16 +3,8 @@ import os
def make_ext(modname, pyxfilename):
from distutils.extension import Extension
return Extension(
name=modname,
sources=[pyxfilename],
depends=["intset.h"],
include_dirs=[os.getcwd()],
language="c",
# to enable ASAN and debug build:
# extra_compile_args=["-fsanitize=address", "-UNDEBUG", "-Og", "-g"],
# extra_objects=["-fsanitize=address"],
# NOTE: we can not put -lasan at the front of link args, so needs to be run with
# LD_PRELOAD=/usr/lib/libasan.so ASAN_OPTIONS=detect_leaks=0 path/to/exe
# NOTE: this can't find everything unless libpython and cymem are also built with ASAN
)
return Extension(name=modname,
sources=[pyxfilename],
depends=["intset.h"],
include_dirs=[os.getcwd()],
language="c")

View File

@@ -14,51 +14,23 @@
salmon: "FA8072" # typically trap item
white: "FFFFFF" # not used, if you want to change the generic text color change color in Label
orange: "FF7700" # Used for command echo
# KivyMD theming parameters
theme_style: "Dark" # Light/Dark
primary_palette: "Green" # Many options
dynamic_scheme_name: "TONAL_SPOT"
dynamic_scheme_contrast: 0.0
<MDLabel>:
color: self.theme_cls.primaryColor
<Label>:
color: "FFFFFF"
<TabbedPanel>:
tab_width: root.width / app.tab_count
<TooltipLabel>:
adaptive_height: True
text_size: self.width, None
size_hint_y: None
height: self.texture_size[1]
font_size: dp(20)
markup: True
halign: "left"
<SelectableLabel>:
size_hint: 1, None
canvas.before:
Color:
rgba: (.0, 0.9, .1, .3) if self.selected else self.theme_cls.surfaceContainerLowColor
rgba: (.0, 0.9, .1, .3) if self.selected else (0.2, 0.2, 0.2, 1)
Rectangle:
size: self.size
pos: self.pos
<MarkupDropdownItem>
orientation: "vertical"
MDLabel:
text: root.text
valign: "center"
padding_x: "12dp"
shorten: True
shorten_from: "right"
theme_text_color: "Custom"
markup: True
text_color:
app.theme_cls.onSurfaceVariantColor \
if not root.text_color else \
root.text_color
MDDivider:
md_bg_color:
( \
app.theme_cls.outlineVariantColor \
if not root.divider_color \
else root.divider_color \
) \
if root.divider else \
(0, 0, 0, 0)
<UILog>:
messages: 1000 # amount of messages stored in client logs.
cols: 1
@@ -77,7 +49,7 @@
<HintLabel>:
canvas.before:
Color:
rgba: (.0, 0.9, .1, .3) if self.selected else self.theme_cls.surfaceContainerHighColor if self.striped else self.theme_cls.surfaceContainerLowColor
rgba: (.0, 0.9, .1, .3) if self.selected else (0.2, 0.2, 0.2, 1) if self.striped else (0.18, 0.18, 0.18, 1)
Rectangle:
size: self.size
pos: self.pos
@@ -87,7 +59,7 @@
finding_text: "Finding Player"
location_text: "Location"
entrance_text: "Entrance"
status_text: "Status"
found_text: "Found?"
TooltipLabel:
id: receiving
sort_key: 'receiving'
@@ -124,9 +96,9 @@
valign: 'center'
pos_hint: {"center_y": 0.5}
TooltipLabel:
id: status
sort_key: 'status'
text: root.status_text
id: found
sort_key: 'found'
text: root.found_text
halign: 'center'
valign: 'center'
pos_hint: {"center_y": 0.5}
@@ -175,21 +147,3 @@
rectangle: self.x-2, self.y-2, self.width+4, self.height+4
<ServerToolTip>:
pos_hint: {'center_y': 0.5, 'center_x': 0.5}
<AutocompleteHintInput>
size_hint_y: None
height: dp(30)
multiline: False
write_tab: False
<ScrollBox>:
layout: layout
bar_width: "12dp"
scroll_wheel_distance: 40
do_scroll_x: False
scroll_type: ['bars', 'content']
MDBoxLayout:
id: layout
orientation: "vertical"
spacing: 10
size_hint_y: None
height: self.minimum_height

View File

@@ -1,142 +0,0 @@
<LauncherCard>:
id: main
style: "filled"
padding: "4dp"
size_hint: 1, None
height: "75dp"
context_button: context
MDRelativeLayout:
ApAsyncImage:
source: main.image
size: (48, 48)
size_hint_y: None
pos_hint: {"center_x": 0.1, "center_y": 0.5}
MDLabel:
text: main.component.display_name
pos_hint:{"center_x": 0.5, "center_y": 0.75 if main.component.description else 0.65}
halign: "center"
font_style: "Title"
role: "medium"
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDLabel:
text: main.component.description
pos_hint: {"center_x": 0.5, "center_y": 0.35}
halign: "center"
role: "small"
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDIconButton:
component: main.component
icon: "star" if self.component.display_name in app.favorites else "star-outline"
style: "standard"
pos_hint:{"center_x": 0.85, "center_y": 0.8}
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
on_release: app.set_favorite(self)
MDIconButton:
id: context
icon: "menu"
style: "standard"
pos_hint:{"center_x": 0.95, "center_y": 0.8}
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDButton:
pos_hint:{"center_x": 0.9, "center_y": 0.25}
size_hint_y: None
height: "25dp"
component: main.component
on_release: app.component_action(self)
MDButtonText:
text: "Open"
#:import Type worlds.LauncherComponents.Type
MDFloatLayout:
id: top_screen
MDGridLayout:
id: grid
cols: 2
spacing: "5dp"
padding: "10dp"
MDGridLayout:
id: navigation
cols: 1
size_hint_x: 0.25
MDButton:
id: all
style: "text"
type: (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "asterisk"
MDButtonText:
text: "All"
MDButton:
id: client
style: "text"
type: (Type.CLIENT, )
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "controller"
MDButtonText:
text: "Client"
MDButton:
id: Tool
style: "text"
type: (Type.TOOL, )
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "desktop-classic"
MDButtonText:
text: "Tool"
MDButton:
id: adjuster
style: "text"
type: (Type.ADJUSTER, )
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "wrench"
MDButtonText:
text: "Adjuster"
MDButton:
id: misc
style: "text"
type: (Type.MISC, )
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "dots-horizontal-circle-outline"
MDButtonText:
text: "Misc"
MDButton:
id: favorites
style: "text"
type: ("favorites", )
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "star"
MDButtonText:
text: "Favorites"
MDNavigationDrawerDivider:
ScrollBox:
id: button_layout

View File

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

View File

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

View File

@@ -36,18 +36,12 @@
# Castlevania 64
/worlds/cv64/ @LiquidCat64
# Castlevania: Circle of the Moon
/worlds/cvcotm/ @LiquidCat64
# Celeste 64
/worlds/celeste64/ @PoryGone
# ChecksFinder
/worlds/checksfinder/ @SunCatMC
# Civilization VI
/worlds/civ6/ @hesto2
# Clique
/worlds/clique/ @ThePhar
@@ -61,22 +55,19 @@
/worlds/dlcquest/ @axe-y @agilbert1412
# DOOM 1993
/worlds/doom_1993/ @Daivuk @KScl
/worlds/doom_1993/ @Daivuk
# DOOM II
/worlds/doom_ii/ @Daivuk @KScl
/worlds/doom_ii/ @Daivuk
# Factorio
/worlds/factorio/ @Berserker66
# Faxanadu
/worlds/faxanadu/ @Daivuk
# Final Fantasy Mystic Quest
/worlds/ffmq/ @Alchav @wildham0
# Heretic
/worlds/heretic/ @Daivuk @KScl
/worlds/heretic/ @Daivuk
# Hollow Knight
/worlds/hk/ @BadMagic100 @qwint
@@ -84,9 +75,6 @@
# Hylics 2
/worlds/hylics2/ @TRPG0
# Inscryption
/worlds/inscryption/ @DrBibop @Glowbuzz
# Kirby's Dream Land 3
/worlds/kdl3/ @Silvris
@@ -102,9 +90,6 @@
# Lingo
/worlds/lingo/ @hatkirby
# Links Awakening DX
/worlds/ladx/ @threeandthreee
# Lufia II Ancient Cave
/worlds/lufia2ac/ @el-u
/worlds/lufia2ac/docs/ @wordfcuk @el-u
@@ -154,11 +139,8 @@
# Risk of Rain 2
/worlds/ror2/ @kindasneaki
# Saving Princess
/worlds/saving_princess/ @LeonarthCG
# Shivers
/worlds/shivers/ @GodlFire @korydondzila
/worlds/shivers/ @GodlFire
# A Short Hike
/worlds/shorthike/ @chandler05 @BrandenEK
@@ -214,9 +196,6 @@
# Wargroove
/worlds/wargroove/ @FlySniper
# The Wind Waker
/worlds/tww/ @tanjo3
# The Witness
/worlds/witness/ @NewSoupVi @blastron
@@ -245,6 +224,9 @@
# Final Fantasy (1)
# /worlds/ff1/
# Links Awakening DX
# /worlds/ladx/
# Ocarina of Time
# /worlds/oot/

View File

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

View File

@@ -43,45 +43,3 @@ A faster alternative to the `for` loop would be to use a [list comprehension](ht
```py
item_pool += [self.create_filler() for _ in range(total_locations - len(item_pool))]
```
---
### I learned about indirect conditions in the world API document, but I want to know more. What are they and why are they necessary?
The world API document mentions how to use `multiworld.register_indirect_condition` to register indirect conditions and **when** you should use them, but not *how* they work and *why* they are necessary. This is because the explanation is quite complicated.
Region sweep (the algorithm that determines which regions are reachable) is a Breadth-First Search of the region graph. It starts from the origin region, checks entrances one by one, and adds newly reached regions and their entrances to the queue until there is nothing more to check.
For performance reasons, AP only checks every entrance once. However, if an entrance's access_rule depends on region access, then the following may happen:
1. The entrance is checked and determined to be nontraversable because the region in its access_rule hasn't been reached yet during the graph search.
2. Then, the region in its access_rule is determined to be reachable.
This entrance *would* be in logic if it were rechecked, but it won't be rechecked this cycle.
To account for this case, AP would have to recheck all entrances every time a new region is reached until no new regions are reached.
An indirect condition is how you can manually define that a specific entrance needs to be rechecked during region sweep if a specific region is reached during it.
This keeps most of the performance upsides. Even in a game making heavy use of indirect conditions (ex: The Witness), using them is significantly faster than just "rechecking each entrance until nothing new is found".
The reason entrance access rules using `location.can_reach` and `entrance.can_reach` are also affected is because they call `region.can_reach` on their respective parent/source region.
We recognize it can feel like a trap since it will not alert you when you are missing an indirect condition, and that some games have very complex access rules.
As of [PR #3682 (Core: Region handling customization)](https://github.com/ArchipelagoMW/Archipelago/pull/3682) being merged, it is possible for a world to opt out of indirect conditions entirely, instead using the system of checking each entrance whenever a region has been reached, although this does come with a performance cost.
Opting out of using indirect conditions should only be used by games that *really* need it. For most games, it should be reasonable to know all entrance &rarr; region dependencies, making indirect conditions preferred because they are much faster.
---
### I uploaded the generated output of my world to the webhost and webhost is erroring on corrupted multidata
The error `Could not load multidata. File may be corrupted or incompatible.` occurs when uploading a locally generated
file where there is an issue with the multidata contained within it. It may come with a description like
`(No module named 'worlds.myworld')` or `(global 'worlds.myworld.names.ItemNames' is forbidden)`
Pickling is a way to compress python objects such that they can be decompressed and be used to rebuild the
python objects. This means that if one of your custom class instances ends up in the multidata, the server would not
be able to load that custom class to decompress the data, which can fail either because the custom class is unknown
(because it cannot load your world module) or the class it's attempting to import to decompress is deemed unsafe.
Common situations where this can happen include:
* Using Option instances directly in slot_data. Ex: using `options.option_name` instead of `options.option_name.value`.
Also, consider using the `options.as_dict("option_name", "option_two")` helper.
* Using enums as Location/Item names in the datapackage. When building out `location_name_to_id` and `item_name_to_id`,
make sure that you are not using your enum class for either the names or ids in these mappings.

View File

@@ -16,7 +16,7 @@ game contributions:
* **Do not introduce unit test failures/regressions.**
Archipelago supports multiple versions of Python. You may need to download older Python versions to fully test
your changes. Currently, the oldest supported version
is [Python 3.10](https://www.python.org/downloads/release/python-31015/).
is [Python 3.8](https://www.python.org/downloads/release/python-380/).
It is recommended that automated github actions are turned on in your fork to have github run unit tests after
pushing.
You can turn them on here:

View File

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

View File

@@ -47,9 +47,6 @@ Packets are simple JSON lists in which any number of ordered network commands ca
An object can contain the "class" key, which will tell the content data type, such as "Version" in the following example.
Websocket connections should support per-message compression. Uncompressed connections are deprecated and may stop
working in the future.
Example:
```javascript
[{"cmd": "RoomInfo", "version": {"major": 0, "minor": 1, "build": 3, "class": "Version"}, "tags": ["WebHost"], ... }]
@@ -264,7 +261,6 @@ Sent to clients in response to a [Set](#Set) package if want_reply was set to tr
| key | str | The key that was updated. |
| value | any | The new value for the key. |
| original_value | any | The value the key had before it was updated. Not present on "_read" prefixed special keys. |
| slot | int | The slot that originally sent the Set package causing this change. |
Additional arguments added to the [Set](#Set) package that triggered this [SetReply](#SetReply) will also be passed along.
@@ -276,7 +272,6 @@ These packets are sent purely from client to server. They are not accepted by cl
* [Sync](#Sync)
* [LocationChecks](#LocationChecks)
* [LocationScouts](#LocationScouts)
* [UpdateHint](#UpdateHint)
* [StatusUpdate](#StatusUpdate)
* [Say](#Say)
* [GetDataPackage](#GetDataPackage)
@@ -347,33 +342,6 @@ This is useful in cases where an item appears in the game world, such as 'ledge
| locations | list\[int\] | The ids of the locations seen by the client. May contain any number of locations, even ones sent before; duplicates do not cause issues with the Archipelago server. |
| create_as_hint | int | If non-zero, the scouted locations get created and broadcasted as a player-visible hint. <br/>If 2 only new hints are broadcast, however this does not remove them from the LocationInfo reply. |
### UpdateHint
Sent to the server to update the status of a Hint. The client must be the 'receiving_player' of the Hint, or the update fails.
### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| player | int | The ID of the player whose location is being hinted for. |
| location | int | The ID of the location to update the hint for. If no hint exists for this location, the packet is ignored. |
| status | [HintStatus](#HintStatus) | Optional. If included, sets the status of the hint to this status. Cannot set `HINT_FOUND`, or change the status from `HINT_FOUND`. |
#### HintStatus
An enumeration containing the possible hint states.
```python
import enum
class HintStatus(enum.IntEnum):
HINT_UNSPECIFIED = 0 # The receiving player has not specified any status
HINT_NO_PRIORITY = 10 # The receiving player has specified that the item is unneeded
HINT_AVOID = 20 # The receiving player has specified that the item is detrimental
HINT_PRIORITY = 30 # The receiving player has specified that the item is needed
HINT_FOUND = 40 # The location has been collected. Status cannot be changed once found.
```
- Hints for items with `ItemClassification.trap` default to `HINT_AVOID`.
- Hints created with `LocationScouts`, `!hint_location`, or similar (hinting a location) default to `HINT_UNSPECIFIED`.
- Hints created with `!hint` or similar (hinting an item for yourself) default to `HINT_PRIORITY`.
- Once a hint is collected, its' status is updated to `HINT_FOUND` automatically, and can no longer be changed.
### StatusUpdate
Sent to the server to update on the sender's status. Examples include readiness or goal completion. (Example: defeated Ganon in A Link to the Past)
@@ -470,7 +438,7 @@ The following operations can be applied to a datastorage key
| right_shift | Applies a bitwise right-shift to the current value of the key by `value`. |
| remove | List only: removes the first instance of `value` found in the list. |
| pop | List or Dict: for lists it will remove the index of the `value` given. for dicts it removes the element with the specified key of `value`. |
| update | List or Dict: Adds the elements of `value` to the container if they weren't already present. In the case of a Dict, already present keys will have their corresponding values updated. |
| update | Dict only: Updates the dictionary with the specified elements given in `value` creating new keys, or updating old ones if they previously existed. |
### SetNotify
Used to register your current session for receiving all [SetReply](#SetReply) packages of certain keys to allow your client to keep track of changes.
@@ -533,9 +501,9 @@ In JSON this may look like:
{"item": 3, "location": 3, "player": 3, "flags": 0}
]
```
`item` is the item id of the item. Item ids are only supported in the range of [-2<sup>53</sup> + 1, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`item` is the item id of the item. Item ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`location` is the location id of the item inside the world. Location ids are only supported in the range of [-2<sup>53</sup> + 1, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`location` is the location id of the item inside the world. Location ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`player` is the player slot of the world the item is located in, except when inside an [LocationInfo](#LocationInfo) Packet then it will be the slot of the player to receive the item
@@ -544,7 +512,7 @@ In JSON this may look like:
| ----- | ----- |
| 0 | Nothing special about this item |
| 0b001 | If set, indicates the item can unlock logical advancement |
| 0b010 | If set, indicates the item is especially useful |
| 0b010 | If set, indicates the item is important but not in a way that unlocks advancement |
| 0b100 | If set, indicates the item is a trap |
### JSONMessagePart
@@ -558,7 +526,6 @@ class JSONMessagePart(TypedDict):
color: Optional[str] # only available if type is a color
flags: Optional[int] # only available if type is an item_id or item_name
player: Optional[int] # only available if type is either item or location
hint_status: Optional[HintStatus] # only available if type is hint_status
```
`type` is used to denote the intent of the message part. This can be used to indicate special information which may be rendered differently depending on client. How these types are displayed in Archipelago's ALttP client is not the end-all be-all. Other clients may choose to interpret and display these messages differently.
@@ -574,7 +541,6 @@ Possible values for `type` include:
| location_id | Location ID, should be resolved to Location Name |
| location_name | Location Name, not currently used over network, but supported by reference Clients. |
| entrance_name | Entrance Name. No ID mapping exists. |
| hint_status | The [HintStatus](#HintStatus) of the hint. Both `text` and `hint_status` are given. |
| color | Regular text that should be colored. Only `type` that will contain `color` data. |
@@ -678,7 +644,6 @@ class Hint(typing.NamedTuple):
found: bool
entrance: str = ""
item_flags: int = 0
status: HintStatus = HintStatus.HINT_UNSPECIFIED
```
### Data Package Contents
@@ -748,7 +713,6 @@ Tags are represented as a list of strings, the common client tags follow:
| HintGame | Indicates the client is a hint game, made to send hints instead of locations. Special join/leave message,¹ `game` is optional.² |
| Tracker | Indicates the client is a tracker, made to track instead of sending locations. Special join/leave message,¹ `game` is optional.² |
| TextOnly | Indicates the client is a basic client, made to chat instead of sending locations. Special join/leave message,¹ `game` is optional.² |
| NoText | Indicates the client does not want to receive text messages, improving performance if not needed. |
¹: When connecting or disconnecting, the chat message shows e.g. "tracking".\
²: Allows `game` to be empty or null in [Connect](#connect). Game and version validation will then be skipped.
@@ -756,8 +720,8 @@ 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, if the string is non-empty, it 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. 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. |

View File

@@ -95,7 +95,7 @@ user hovers over the yellow "(?)" icon, and included in the YAML templates gener
The WebHost can display Option documentation either as plain text with all whitespace preserved (other than the base
indentation), or as HTML generated from the standard Python [reStructuredText] format. Although plain text is the
default for backwards compatibility, world authors are encouraged to write their Option documentation as
reStructuredText and enable rich text rendering by setting `WebWorld.rich_text_options_doc = True`.
reStructuredText and enable rich text rendering by setting `World.rich_text_options_doc = True`.
[reStructuredText]: https://docutils.sourceforge.io/rst.html

View File

@@ -7,9 +7,7 @@ use that version. These steps are for developers or platforms without compiled r
## General
What you'll need:
* [Python 3.10.11 or newer](https://www.python.org/downloads/), not the Windows Store version
* On Windows, please consider only using the latest supported version in production environments since security
updates for older versions are not easily available.
* [Python 3.8.7 or newer](https://www.python.org/downloads/), not the Windows Store version
* Python 3.12.x is currently the newest supported version
* pip: included in downloads from python.org, separate in many Linux distributions
* Matching C compiler
@@ -43,9 +41,9 @@ Recommended steps
[Discord in #ap-core-dev](https://discord.com/channels/731205301247803413/731214280439103580/905154456377757808)
* It is recommended to use [PyCharm IDE](https://www.jetbrains.com/pycharm/)
* Run ModuleUpdate.py which will prompt installation of missing modules, press enter to confirm
* In PyCharm: right-click ModuleUpdate.py and select `Run 'ModuleUpdate'`
* Without PyCharm: open a command prompt in the source folder and type `py ModuleUpdate.py`
* Run Generate.py which will prompt installation of missing modules, press enter to confirm
* In PyCharm: right-click Generate.py and select `Run 'Generate'`
* Without PyCharm: open a command prompt in the source folder and type `py Generate.py`
## macOS

View File

@@ -73,47 +73,15 @@ When tests are run, this class will create a multiworld with a single player hav
generic tests, as well as the new custom test. Each test method definition will create its own separate solo multiworld
that will be cleaned up after. If you don't want to run the generic tests on a base, `run_default_tests` can be
overridden. For more information on what methods are available to your class, check the
[WorldTestBase definition](/test/bases.py#L106).
[WorldTestBase definition](/test/bases.py#L104).
#### Alternatives to WorldTestBase
Unit tests can also be created using [TestBase](/test/bases.py#L16) or
Unit tests can also be created using [TestBase](/test/bases.py#L14) or
[unittest.TestCase](https://docs.python.org/3/library/unittest.html#unittest.TestCase) depending on your use case. These
may be useful for generating a multiworld under very specific constraints without using the generic world setup, or for
testing portions of your code that can be tested without relying on a multiworld to be created first.
#### Parametrization
When defining a test that needs to cover a range of inputs it is useful to parameterize (to run the same test
for multiple inputs) the base test. Some important things to consider when attempting to parametrize your test are:
* [Subtests](https://docs.python.org/3/library/unittest.html#distinguishing-test-iterations-using-subtests)
can be used to have parametrized assertions that show up similar to individual tests but without the overhead
of needing to instantiate multiple tests; however, subtests can not be multithreaded and do not have individual
timing data, so they are not suitable for slow tests.
* Archipelago's tests are test-runner-agnostic. That means tests are not allowed to use e.g. `@pytest.mark.parametrize`.
Instead, we define our own parametrization helpers in [test.param](/test/param.py).
* Classes inheriting from `WorldTestBase`, including those created by the helpers in `test.param`, will run all
base tests by default, make sure the produced tests actually do what you aim for and do not waste a lot of
extra CPU time. Consider using `TestBase` or `unittest.TestCase` directly
or setting `WorldTestBase.run_default_tests` to False.
#### Performance Considerations
Archipelago is big enough that the runtime of unittests can have an impact on productivity.
Individual tests should take less than a second, so they can be properly multithreaded.
Ideally, thorough tests are directed at actual code/functionality. Do not just create and/or fill a ton of individual
Multiworlds that spend most of the test time outside what you actually want to test.
Consider generating/validating "random" games as part of your APWorld release workflow rather than having that be part
of continuous integration, and add minimal reproducers to the "normal" tests for problems that were found.
You can use [@unittest.skipIf](https://docs.python.org/3/library/unittest.html#unittest.skipIf) with an environment
variable to keep all the benefits of the test framework while not running the marked tests by default.
## Running Tests
#### Using Pycharm
@@ -132,11 +100,3 @@ next to the run and debug buttons.
#### Running Tests without Pycharm
Run `pip install pytest pytest-subtests`, then use your IDE to run tests or run `pytest` from the source folder.
#### Running Tests Multithreaded
pytest can run multiple test runners in parallel with the pytest-xdist extension.
Install with `pip install pytest-xdist`.
Run with `pytest -n12` to spawn 12 process that each run 1/12th of the tests.

View File

@@ -27,14 +27,8 @@
# If you wish to deploy, uncomment the following line and set it to something not easily guessable.
# SECRET_KEY: "Your secret key here"
# Slot limit to post a generation to Generator process pool instead of rolling directly in WebHost process
#JOB_THRESHOLD: 1
# After what time in seconds should generation be aborted, freeing the queue slot. Can be set to None to disable.
#JOB_TIME: 600
# Memory limit for Generator processes in bytes, -1 for unlimited. Currently only works on Linux.
#GENERATOR_MEMORY_LIMIT: 4294967296
# TODO
#JOB_THRESHOLD: 2
# waitress uses one thread for I/O, these are for processing of view that get sent
#WAITRESS_THREADS: 10

View File

@@ -222,8 +222,8 @@ could also be progress in a research tree, or even something more abstract like
Each location has a `name` and an `address` (hereafter referred to as an `id`), is placed in a Region, has access rules,
and has a classification. The name needs to be unique within each game and must not be numeric (must contain least 1
letter or symbol). The ID needs to be unique across all locations within the game.
Locations and items can share IDs, and locations can share IDs with other games' locations.
letter or symbol). The ID needs to be unique across all games, and is best kept in the same range as the item IDs.
Locations and items can share IDs, so typically a game's locations and items start at the same ID.
World-specific IDs must be in the range 1 to 2<sup>53</sup>-1; IDs ≤ 0 are global and reserved.
@@ -243,15 +243,12 @@ progression. Progression items will be assigned to locations with higher priorit
and satisfy progression balancing.
The name needs to be unique within each game, meaning if you need to create multiple items with the same name, they
will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
The ID thus also needs to be unique across all items with different names within the game.
Items and locations can share IDs, and items can share IDs with other games' items.
will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
Other classifications include:
* `filler`: a regular item or trash item
* `useful`: item that is especially useful. Cannot be placed on excluded or unreachable locations. When combined with
another flag like "progression", it means "an especially useful progression item".
* `useful`: generally quite useful, but not required for anything logical. Cannot be placed on excluded locations
* `trap`: negative impact on the player
* `skip_balancing`: denotes that an item should not be moved to an earlier sphere for the purpose of balancing (to be
combined with `progression`; see below)
@@ -291,8 +288,8 @@ like entrance randomization in logic.
Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions.
There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L299)),
from which the logic unfolds. AP assumes that a player will always be able to return to this starting region by resetting the game ("Save and quit").
There must be one special region, "Menu", from which the logic unfolds. AP assumes that a player will always be able to
return to the "Menu" region by resetting the game ("Save and quit").
### Entrances
@@ -331,9 +328,6 @@ Even doing `state.can_reach_location` or `state.can_reach_entrance` is problemat
You can use `multiworld.register_indirect_condition(region, entrance)` to explicitly tell the generator that, when a given region becomes accessible, it is necessary to re-check a specific entrance.
You **must** use `multiworld.register_indirect_condition` if you perform this kind of `can_reach` from an entrance access rule, unless you have a **very** good technical understanding of the relevant code and can reason why it will never lead to problems in your case.
Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L301-L304),
avoiding the need for indirect conditions at the expense of performance.
### Item Rules
An item rule is a function that returns `True` or `False` for a `Location` based on a single item. It can be used to
@@ -469,7 +463,7 @@ The world has to provide the following things for generation:
* the properties mentioned above
* additions to the item pool
* additions to the regions list: at least one named after the world class's origin_region_name ("Menu" by default)
* additions to the regions list: at least one called "Menu"
* locations placed inside those regions
* a `def create_item(self, item: str) -> MyGameItem` to create any item on demand
* applying `self.multiworld.push_precollected` for world-defined start inventory
@@ -492,9 +486,6 @@ In addition, the following methods can be implemented and are called in this ord
after this step. Locations cannot be moved to different regions after this step.
* `set_rules(self)`
called to set access and item rules on locations and entrances.
* `connect_entrances(self)`
by the end of this step, all entrances must exist and be connected to their source and target regions.
Entrance randomization should be done here.
* `generate_basic(self)`
player-specific randomization that does not affect logic can be done here.
* `pre_fill(self)`, `fill_hook(self)` and `post_fill(self)`
@@ -525,7 +516,7 @@ def generate_early(self) -> None:
```python
def create_regions(self) -> None:
# Add regions to the multiworld. One of them must use the origin_region_name as its name ("Menu" by default).
# Add regions to the multiworld. "Menu" is the required starting point.
# Arguments to Region() are name, player, multiworld, and optionally hint_text
menu_region = Region("Menu", self.player, self.multiworld)
self.multiworld.regions.append(menu_region) # or use += [menu_region...]
@@ -562,13 +553,17 @@ from .items import is_progression # this is just a dummy
def create_item(self, item: str) -> MyGameItem:
# this is called when AP wants to create an item by name (for plando) or when you call it from your own code
classification = ItemClassification.progression if is_progression(item) else ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item], self.player)
classification = ItemClassification.progression if is_progression(item) else
ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item],
self.player)
def create_event(self, event: str) -> MyGameItem:
# while we are at it, we can also add a helper to create events
return MyGameItem(event, ItemClassification.progression, None, self.player)
return MyGameItem(event, True, None, self.player)
```
#### create_items
@@ -606,8 +601,8 @@ from .items import get_item_type
def set_rules(self) -> None:
# For some worlds this step can be omitted if either a Logic mixin
# (see below) is used or it's easier to apply the rules from data during
# location generation
# (see below) is used, it's easier to apply the rules from data during
# location generation or everything is in generate_basic
# set a simple rule for an region
set_rule(self.multiworld.get_entrance("Boss Door", self.player),
@@ -701,92 +696,9 @@ When importing a file that defines a class that inherits from `worlds.AutoWorld.
is automatically extended by the mixin's members. These members should be prefixed with the name of the implementing
world since the namespace is shared with all other logic mixins.
LogicMixin is handy when your logic is more complex than one-to-one location-item relationships.
A game in which "The red key opens the red door" can just express this relationship through a one-line access rule.
But now, consider a game with a heavy focus on combat, where the main logical consideration is which enemies you can
defeat with your current items.
There could be dozens of weapons, armor pieces, or consumables that each improve your ability to defeat
specific enemies to varying degrees. It would be useful to be able to keep track of "defeatable enemies" as a state variable,
and have this variable be recalculated as necessary based on newly collected/removed items.
This is the capability of LogicMixin: Adding custom variables to state that get recalculated as necessary.
In general, a LogicMixin class should have at least one mutable variable that is tracking some custom state per player,
as well as `init_mixin` and `copy_mixin` functions so that this variable gets initialized and copied correctly when
`CollectionState()` and `CollectionState.copy()` are called respectively.
```python
from BaseClasses import CollectionState, MultiWorld
from worlds.AutoWorld import LogicMixin
class MyGameState(LogicMixin):
mygame_defeatable_enemies: Dict[int, Set[str]] # per player
def init_mixin(self, multiworld: MultiWorld) -> None:
# Initialize per player with the corresponding "nothing" value, such as 0 or an empty set.
# You can also use something like Collections.defaultdict
self.mygame_defeatable_enemies = {
player: set() for player in multiworld.get_game_players("My Game")
}
def copy_mixin(self, new_state: CollectionState) -> CollectionState:
# Be careful to make a "deep enough" copy here!
new_state.mygame_defeatable_enemies = {
player: enemies.copy() for player, enemies in self.mygame_defeatable_enemies.items()
}
```
After doing this, you can now access `state.mygame_defeatable_enemies[player]` from your access rules.
Usually, doing this coincides with an override of `World.collect` and `World.remove`, where the custom state variable
gets recalculated when a relevant item is collected or removed.
```python
# __init__.py
def collect(self, state: CollectionState, item: Item) -> bool:
change = super().collect(state, item)
if change and item in COMBAT_ITEMS:
state.mygame_defeatable_enemies[self.player] |= get_newly_unlocked_enemies(state)
return change
def remove(self, state: CollectionState, item: Item) -> bool:
change = super().remove(state, item)
if change and item in COMBAT_ITEMS:
state.mygame_defeatable_enemies[self.player] -= get_newly_locked_enemies(state)
return change
```
Using LogicMixin can greatly slow down your code if you don't use it intelligently. This is because `collect`
and `remove` are called very frequently during fill. If your `collect` & `remove` cause a heavy calculation
every time, your code might end up being *slower* than just doing calculations in your access rules.
One way to optimise recalculations is to make use of the fact that `collect` should only unlock things,
and `remove` should only lock things.
In our example, we have two different functions: `get_newly_unlocked_enemies` and `get_newly_locked_enemies`.
`get_newly_unlocked_enemies` should only consider enemies that are *not already in the set*
and check whether they were **unlocked**.
`get_newly_locked_enemies` should only consider enemies that are *already in the set*
and check whether they **became locked**.
Another impactful way to optimise LogicMixin is to use caching.
Your custom state variables don't actually need to be recalculated on every `collect` / `remove`, because there are
often multiple calls to `collect` / `remove` between access rule calls. Thus, it would be much more efficient to hold
off on recaculating until the an actual access rule call happens.
A common way to realize this is to define a `mygame_state_is_stale` variable that is set to True in `collect`, `remove`,
and `init_mixin`. The calls to the actual recalculating functions are then moved to the start of the relevant
access rules like this:
```python
def can_defeat_enemy(state: CollectionState, player: int, enemy: str) -> bool:
if state.mygame_state_is_stale[player]:
state.mygame_defeatable_enemies[player] = recalculate_defeatable_enemies(state)
state.mygame_state_is_stale[player] = False
return enemy in state.mygame_defeatable_enemies[player]
```
Only use LogicMixin if necessary. There are often other ways to achieve what it does, like making clever use of
`state.prog_items`, using event items, pseudo-regions, etc.
Some uses could be to add additional variables to the state object, or to have a custom state machine that gets modified
with the state.
Please do this with caution and only when necessary.
#### pre_fill
@@ -836,16 +748,14 @@ def generate_output(self, output_directory: str) -> None:
### Slot Data
If a client or tracker needs to know information about the generated seed, a preferred method of transferring the data
is through the slot data. This is filled with the `fill_slot_data` method of your world by returning a `dict` with
`str` keys that can be serialized with json. However, to not waste resources, it should be limited to data that is
absolutely necessary. Slot data is sent to your client once it has successfully
[connected](network%20protocol.md#connected).
If the game client needs to know information about the generated seed, a preferred method of transferring the data
is through the slot data. This is filled with the `fill_slot_data` method of your world by returning
a `dict` with `str` keys that can be serialized with json.
But, to not waste resources, it should be limited to data that is absolutely necessary. Slot data is sent to your client
once it has successfully [connected](network%20protocol.md#connected).
If you need to know information about locations in your world, instead of propagating the slot data, it is preferable
to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. Adding
item/location pairs is unnecessary since the AP server already retains and freely gives that information to clients
that request it. The most common usage of slot data is sending option results that the client needs to be aware of.
to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. The most
common usage of slot data is sending option results that the client needs to be aware of.
```python
def fill_slot_data(self) -> Dict[str, Any]:

View File

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

View File

@@ -186,11 +186,6 @@ Root: HKCR; Subkey: "{#MyAppName}cv64patch"; ValueData: "Arc
Root: HKCR; Subkey: "{#MyAppName}cv64patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}cv64patch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apcvcotm"; ValueData: "{#MyAppName}cvcotmpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}cvcotmpatch"; ValueData: "Archipelago Castlevania Circle of the Moon Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}cvcotmpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}cvcotmpatch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apmm2"; ValueData: "{#MyAppName}mm2patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mm2patch"; ValueData: "Archipelago Mega Man 2 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mm2patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
@@ -221,11 +216,6 @@ Root: HKCR; Subkey: "{#MyAppName}ygo06patch"; ValueData: "Ar
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apcivvi"; ValueData: "{#MyAppName}apcivvipatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch"; ValueData: "Archipelago Civilization 6 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch\DefaultIcon"; ValueData: "{app}\ArchipelagoLauncher.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch\shell\open\command"; ValueData: """{app}\ArchipelagoLauncher.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: "";

616
kvui.py
View File

@@ -3,8 +3,6 @@ import logging
import sys
import typing
import re
import io
import pkgutil
from collections import deque
assert "kivy" not in sys.modules, "kvui should be imported before kivy for frozen compatibility"
@@ -14,7 +12,10 @@ if sys.platform == "win32":
# kivy 2.2.0 introduced DPI awareness on Windows, but it makes the UI enter an infinitely recursive re-layout
# by setting the application to not DPI Aware, Windows handles scaling the entire window on its own, ignoring kivy's
ctypes.windll.shcore.SetProcessDpiAwareness(0)
try:
ctypes.windll.shcore.SetProcessDpiAwareness(0)
except FileNotFoundError: # shcore may not be found on <= Windows 7
pass # TODO: remove silent except when Python 3.8 is phased out.
os.environ["KIVY_NO_CONSOLELOG"] = "1"
os.environ["KIVY_NO_FILELOG"] = "1"
@@ -26,55 +27,46 @@ import Utils
if Utils.is_frozen():
os.environ["KIVY_DATA_DIR"] = Utils.local_path("data")
import platformdirs
os.environ["KIVY_HOME"] = os.path.join(platformdirs.user_config_dir("Archipelago", False), "kivy")
os.makedirs(os.environ["KIVY_HOME"], exist_ok=True)
from kivy.config import Config
Config.set("input", "mouse", "mouse,disable_multitouch")
Config.set("kivy", "exit_on_escape", "0")
Config.set("graphics", "multisamples", "0") # multisamples crash old intel drivers
from kivymd.uix.divider import MDDivider
from kivy.app import App
from kivy.core.window import Window
from kivy.core.clipboard import Clipboard
from kivy.core.text.markup import MarkupLabel
from kivy.core.image import ImageLoader, ImageLoaderBase, ImageData
from kivy.base import ExceptionHandler, ExceptionManager
from kivy.clock import Clock
from kivy.factory import Factory
from kivy.properties import BooleanProperty, ObjectProperty, NumericProperty
from kivy.properties import BooleanProperty, ObjectProperty
from kivy.metrics import dp
from kivy.effects.scroll import ScrollEffect
from kivy.uix.widget import Widget
from kivy.uix.button import Button
from kivy.uix.gridlayout import GridLayout
from kivy.uix.layout import Layout
from kivy.uix.textinput import TextInput
from kivy.uix.scrollview import ScrollView
from kivy.uix.recycleview import RecycleView
from kivy.uix.tabbedpanel import TabbedPanel, TabbedPanelItem
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.label import Label
from kivy.uix.progressbar import ProgressBar
from kivy.utils import escape_markup
from kivy.lang import Builder
from kivy.uix.recycleview.views import RecycleDataViewBehavior
from kivy.uix.behaviors import FocusBehavior, ToggleButtonBehavior
from kivy.uix.behaviors import FocusBehavior
from kivy.uix.recycleboxlayout import RecycleBoxLayout
from kivy.uix.recycleview.layout import LayoutSelectionBehavior
from kivy.animation import Animation
from kivy.uix.popup import Popup
from kivy.uix.image import AsyncImage
from kivymd.app import MDApp
from kivymd.uix.gridlayout import MDGridLayout
from kivymd.uix.floatlayout import MDFloatLayout
from kivymd.uix.boxlayout import MDBoxLayout
from kivymd.uix.tab.tab import MDTabsPrimary, MDTabsItem, MDTabsItemText, MDTabsCarousel
from kivymd.uix.menu import MDDropdownMenu
from kivymd.uix.menu.menu import MDDropdownTextItem
from kivymd.uix.dropdownitem import MDDropDownItem, MDDropDownItemText
from kivymd.uix.button import MDButton, MDButtonText, MDButtonIcon, MDIconButton
from kivymd.uix.label import MDLabel, MDIcon
from kivymd.uix.recycleview import MDRecycleView
from kivymd.uix.textfield.textfield import MDTextField
from kivymd.uix.progressindicator import MDLinearProgressIndicator
from kivymd.uix.scrollview import MDScrollView
from kivymd.uix.tooltip import MDTooltip, MDTooltipPlain
fade_in_animation = Animation(opacity=0, duration=0) + Animation(opacity=1, duration=0.25)
from NetUtils import JSONtoTextParser, JSONMessagePart, SlotType, HintStatus
from NetUtils import JSONtoTextParser, JSONMessagePart, SlotType
from Utils import async_start, get_input_text_from_response
if typing.TYPE_CHECKING:
@@ -87,85 +79,6 @@ else:
remove_between_brackets = re.compile(r"\[.*?]")
class ThemedApp(MDApp):
def set_colors(self):
text_colors = KivyJSONtoTextParser.TextColors()
self.theme_cls.theme_style = getattr(text_colors, "theme_style", "Dark")
self.theme_cls.primary_palette = getattr(text_colors, "primary_palette", "Green")
self.theme_cls.dynamic_scheme_name = getattr(text_colors, "dynamic_scheme_name", "TONAL_SPOT")
self.theme_cls.dynamic_scheme_contrast = getattr(text_colors, "dynamic_scheme_contrast", 0.0)
class ImageIcon(MDButtonIcon, AsyncImage):
def __init__(self, *args, **kwargs):
super().__init__(args, kwargs)
self.image = ApAsyncImage(**kwargs)
self.add_widget(self.image)
def add_widget(self, widget, index=0, canvas=None):
return super(MDIcon, self).add_widget(widget)
class ImageButton(MDIconButton):
def __init__(self, **kwargs):
image_args = dict()
for kwarg in ("fit_mode", "image_size", "color", "source", "texture"):
val = kwargs.pop(kwarg, "None")
if val != "None":
image_args[kwarg.replace("image_", "")] = val
super().__init__()
self.image = ApAsyncImage(**image_args)
def set_center(button, center):
self.image.center_x = self.center_x
self.image.center_y = self.center_y
self.bind(center=set_center)
self.add_widget(self.image)
def add_widget(self, widget, index=0, canvas=None):
return super(MDIcon, self).add_widget(widget)
class ScrollBox(MDScrollView):
layout: MDBoxLayout = ObjectProperty(None)
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
# thanks kivymd
class ToggleButton(MDButton, ToggleButtonBehavior):
def __init__(self, *args, **kwargs):
super(ToggleButton, self).__init__(*args, **kwargs)
self.bind(state=self._update_bg)
def _update_bg(self, _, state: str):
if self.disabled:
return
if self.theme_bg_color == "Primary":
self.theme_bg_color = "Custom"
if state == "down":
self.md_bg_color = self.theme_cls.primaryColor
for child in self.children:
if child.theme_text_color == "Primary":
child.theme_text_color = "Custom"
if child.theme_icon_color == "Primary":
child.theme_icon_color = "Custom"
child.text_color = self.theme_cls.onPrimaryColor
child.icon_color = self.theme_cls.onPrimaryColor
else:
self.md_bg_color = self.theme_cls.surfaceContainerLowestColor
for child in self.children:
if child.theme_text_color == "Primary":
child.theme_text_color = "Custom"
if child.theme_icon_color == "Primary":
child.theme_icon_color = "Custom"
child.text_color = self.theme_cls.primaryColor
child.icon_color = self.theme_cls.primaryColor
# I was surprised to find this didn't already exist in kivy :(
class HoverBehavior(object):
"""originally from https://stackoverflow.com/a/605348110"""
@@ -205,7 +118,7 @@ class HoverBehavior(object):
Factory.register("HoverBehavior", HoverBehavior)
class ToolTip(MDTooltipPlain):
class ToolTip(Label):
pass
@@ -213,30 +126,49 @@ class ServerToolTip(ToolTip):
pass
class HovererableLabel(HoverBehavior, MDLabel):
class ScrollBox(ScrollView):
layout: BoxLayout
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.layout = BoxLayout(size_hint_y=None)
self.layout.bind(minimum_height=self.layout.setter("height"))
self.add_widget(self.layout)
self.effect_cls = ScrollEffect
self.bar_width = dp(12)
self.scroll_type = ["content", "bars"]
class HovererableLabel(HoverBehavior, Label):
pass
class TooltipLabel(HovererableLabel, MDTooltip):
tooltip_display_delay = 0.1
class TooltipLabel(HovererableLabel):
tooltip = None
def create_tooltip(self, text, x, y):
text = text.replace("<br>", "\n").replace("&amp;", "&").replace("&bl;", "[").replace("&br;", "]")
# position float layout
center_x, center_y = self.to_window(self.center_x, self.center_y)
self.shift_y = y - center_y
shift_x = center_x - x
if shift_x > 0:
self.shift_left = shift_x
else:
self.shift_right = shift_x
if self._tooltip:
if self.tooltip:
# update
self._tooltip.text = text
self.tooltip.children[0].text = text
else:
self._tooltip = ToolTip(text=text, pos_hint={})
self.display_tooltip()
self.tooltip = FloatLayout()
tooltip_label = ToolTip(text=text)
self.tooltip.add_widget(tooltip_label)
fade_in_animation.start(self.tooltip)
App.get_running_app().root.add_widget(self.tooltip)
# handle left-side boundary to not render off-screen
x = max(x, 3 + self.tooltip.children[0].texture_size[0] / 2)
# position float layout
self.tooltip.x = x - self.tooltip.width / 2
self.tooltip.y = y - self.tooltip.height / 2 + 48
def remove_tooltip(self):
if self.tooltip:
App.get_running_app().root.remove_widget(self.tooltip)
self.tooltip = None
def on_mouse_pos(self, window, pos):
if not self.get_root_window():
@@ -263,26 +195,26 @@ class TooltipLabel(HovererableLabel, MDTooltip):
def on_leave(self):
self.remove_tooltip()
self._tooltip = None
class ServerLabel(HovererableLabel, MDTooltip):
tooltip_display_delay = 0.1
class ServerLabel(HovererableLabel):
def __init__(self, *args, **kwargs):
super(HovererableLabel, self).__init__(*args, **kwargs)
self._tooltip = ServerToolTip(text="Test")
self.layout = FloatLayout()
self.popuplabel = ServerToolTip(text="Test")
self.layout.add_widget(self.popuplabel)
def on_enter(self):
self._tooltip.text = self.get_text()
self.display_tooltip()
self.popuplabel.text = self.get_text()
App.get_running_app().root.add_widget(self.layout)
fade_in_animation.start(self.layout)
def on_leave(self):
self.animation_tooltip_dismiss()
App.get_running_app().root.remove_widget(self.layout)
@property
def ctx(self) -> context_type:
return MDApp.get_running_app().ctx
return App.get_running_app().ctx
def get_text(self):
if self.ctx.server:
@@ -323,11 +255,11 @@ class ServerLabel(HovererableLabel, MDTooltip):
return "No current server connection. \nPlease connect to an Archipelago server."
class MainLayout(MDGridLayout):
class MainLayout(GridLayout):
pass
class ContainerLayout(MDFloatLayout):
class ContainerLayout(FloatLayout):
pass
@@ -347,11 +279,6 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
return super(SelectableLabel, self).refresh_view_attrs(
rv, index, data)
def on_size(self, instance_label, size: list) -> None:
super().on_size(instance_label, size)
if self.parent:
self.width = self.parent.width
def on_touch_down(self, touch):
""" Add selection on touch down """
if super(SelectableLabel, self).on_touch_down(touch):
@@ -362,10 +289,10 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
else:
# Not a fan of the following few lines, but they work.
temp = MarkupLabel(text=self.text).markup
text = "".join(part for part in temp if not part.startswith("["))
cmdinput = MDApp.get_running_app().textinput
text = "".join(part for part in temp if not part.startswith(("[color", "[/color]", "[ref=", "[/ref]")))
cmdinput = App.get_running_app().textinput
if not cmdinput.text:
input_text = get_input_text_from_response(text, MDApp.get_running_app().last_autofillable_command)
input_text = get_input_text_from_response(text, App.get_running_app().last_autofillable_command)
if input_text is not None:
cmdinput.text = input_text
@@ -377,148 +304,10 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
self.selected = is_selected
class MarkupDropdownTextItem(MDDropdownTextItem):
def __init__(self):
super().__init__()
for child in self.children:
if child.__class__ == MDLabel:
child.markup = True
print(self.text)
# Currently, this only lets us do markup on text that does not have any icons
# Create new TextItems as needed
class MarkupDropdown(MDDropdownMenu):
def on_items(self, instance, value: list) -> None:
"""
The method sets the class that will be used to create the menu item.
"""
items = []
viewclass = "MarkupDropdownTextItem"
for data in value:
if "viewclass" not in data:
if (
"leading_icon" not in data
and "trailing_icon" not in data
and "trailing_text" not in data
):
viewclass = "MarkupDropdownTextItem"
elif (
"leading_icon" in data
and "trailing_icon" not in data
and "trailing_text" not in data
):
viewclass = "MDDropdownLeadingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" in data
and "trailing_text" not in data
):
viewclass = "MDDropdownTrailingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" in data
and "trailing_text" in data
):
viewclass = "MDDropdownTrailingIconTextItem"
elif (
"leading_icon" in data
and "trailing_icon" in data
and "trailing_text" in data
):
viewclass = "MDDropdownLeadingTrailingIconTextItem"
elif (
"leading_icon" in data
and "trailing_icon" in data
and "trailing_text" not in data
):
viewclass = "MDDropdownLeadingTrailingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" not in data
and "trailing_text" in data
):
viewclass = "MDDropdownTrailingTextItem"
elif (
"leading_icon" in data
and "trailing_icon" not in data
and "trailing_text" in data
):
viewclass = "MDDropdownLeadingIconTrailingTextItem"
data["viewclass"] = viewclass
if "height" not in data:
data["height"] = dp(48)
items.append(data)
self._items = items
# Update items in view
if hasattr(self, "menu"):
self.menu.data = self._items
class AutocompleteHintInput(MDTextField):
min_chars = NumericProperty(3)
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.dropdown = MarkupDropdown(caller=self, position="bottom", border_margin=dp(24), width=self.width)
self.dropdown.bind(on_select=lambda instance, x: setattr(self, 'text', x))
self.bind(on_text_validate=self.on_message)
self.bind(width=lambda instance, x: setattr(self.dropdown, "width", x))
def on_message(self, instance):
MDApp.get_running_app().commandprocessor("!hint "+instance.text)
def on_text(self, instance, value):
if len(value) >= self.min_chars:
self.dropdown.items.clear()
ctx: context_type = MDApp.get_running_app().ctx
if not ctx.game:
return
item_names = ctx.item_names._game_store[ctx.game].values()
def on_press(text):
split_text = MarkupLabel(text=text).markup
return self.dropdown.select("".join(text_frag for text_frag in split_text
if not text_frag.startswith("[")))
lowered = value.lower()
for item_name in item_names:
try:
index = item_name.lower().index(lowered)
except ValueError:
pass # substring not found
else:
text = escape_markup(item_name)
text = text[:index] + "[b]" + text[index:index+len(value)]+"[/b]"+text[index+len(value):]
self.dropdown.items.append({
"text": text,
"on_release": lambda: on_press(text),
"markup": True
})
if not self.dropdown.parent:
self.dropdown.open()
else:
self.dropdown.dismiss()
status_icons = {
HintStatus.HINT_NO_PRIORITY: "information",
HintStatus.HINT_PRIORITY: "exclamation-thick",
HintStatus.HINT_AVOID: "alert"
}
class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
class HintLabel(RecycleDataViewBehavior, BoxLayout):
selected = BooleanProperty(False)
striped = BooleanProperty(False)
index = None
dropdown: MDDropdownMenu
def __init__(self):
super(HintLabel, self).__init__()
@@ -527,30 +316,9 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
self.finding_text = ""
self.location_text = ""
self.entrance_text = ""
self.status_text = ""
self.hint = {}
ctx = MDApp.get_running_app().ctx
menu_items = []
for status in (HintStatus.HINT_NO_PRIORITY, HintStatus.HINT_PRIORITY, HintStatus.HINT_AVOID):
name = status_names[status]
status_button = MDDropDownItem(MDDropDownItemText(text=name), size_hint_y=None, height=dp(50))
status_button.status = status
menu_items.append({
"text": name,
"leading_icon": status_icons[status],
"on_release": lambda x=status: select(self, x)
})
self.dropdown = MDDropdownMenu(caller=self.ids["status"], items=menu_items)
def select(instance, data):
ctx.update_hint(self.hint["location"],
self.hint["finding_player"],
data)
self.dropdown.bind(on_release=self.dropdown.dismiss)
self.found_text = ""
for child in self.children:
child.bind(texture_size=self.set_height)
def set_height(self, instance, value):
self.height = max([child.texture_size[1] for child in self.children])
@@ -563,8 +331,8 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
self.finding_text = data["finding"]["text"]
self.location_text = data["location"]["text"]
self.entrance_text = data["entrance"]["text"]
self.status_text = data["status"]["text"]
self.hint = data["status"]["hint"]
self.found_text = data["found"]["text"]
self.height = self.minimum_height
return super(HintLabel, self).refresh_view_attrs(rv, index, data)
def on_touch_down(self, touch):
@@ -573,23 +341,16 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
return True
if self.index: # skip header
if self.collide_point(*touch.pos):
status_label = self.ids["status"]
if status_label.collide_point(*touch.pos):
if self.hint["status"] == HintStatus.HINT_FOUND:
return
ctx = MDApp.get_running_app().ctx
if ctx.slot_concerns_self(self.hint["receiving_player"]): # If this player owns this hint
# open a dropdown
self.dropdown.open()
elif self.selected:
if self.selected:
self.parent.clear_selection()
else:
text = "".join((self.receiving_text, "\'s ", self.item_text, " is at ", self.location_text, " in ",
self.finding_text, "\'s World", (" at " + self.entrance_text)
if self.entrance_text != "Vanilla"
else "", ". (", self.status_text.lower(), ")"))
else "", ". (", self.found_text.lower(), ")"))
temp = MarkupLabel(text).markup
text = "".join(part for part in temp if not part.startswith("["))
text = "".join(
part for part in temp if not part.startswith(("[color", "[/color]", "[ref=", "[/ref]")))
Clipboard.copy(escape_markup(text).replace("&amp;", "&").replace("&bl;", "[").replace("&br;", "]"))
return self.parent.select_with_touch(self.index, touch)
else:
@@ -600,19 +361,18 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
for child in self.children:
if child.collide_point(*touch.pos):
key = child.sort_key
if key == "status":
parent.hint_sorter = lambda element: status_sort_weights[element["status"]["hint"]["status"]]
else:
parent.hint_sorter = lambda element: (
remove_between_brackets.sub("", element[key]["text"]).lower()
)
parent.hint_sorter = lambda element: remove_between_brackets.sub("", element[key]["text"]).lower()
if key == parent.sort_key:
# second click reverses order
parent.reversed = not parent.reversed
else:
parent.sort_key = key
parent.reversed = False
MDApp.get_running_app().update_hints()
break
else:
logging.warning("Did not find clicked header for sorting.")
App.get_running_app().update_hints()
def apply_selection(self, rv, index, is_selected):
""" Respond to the selection of items in the view. """
@@ -620,7 +380,7 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
self.selected = is_selected
class ConnectBarTextInput(MDTextField):
class ConnectBarTextInput(TextInput):
def insert_text(self, substring, from_undo=False):
s = substring.replace("\n", "").replace("\r", "")
return super(ConnectBarTextInput, self).insert_text(s, from_undo=from_undo)
@@ -630,7 +390,7 @@ def is_command_input(string: str) -> bool:
return len(string) > 0 and string[0] in "/!"
class CommandPromptTextInput(MDTextField):
class CommandPromptTextInput(TextInput):
MAXIMUM_HISTORY_MESSAGES = 50
def __init__(self, **kwargs) -> None:
@@ -678,7 +438,7 @@ class CommandPromptTextInput(MDTextField):
class MessageBox(Popup):
class MessageBoxLabel(MDLabel):
class MessageBoxLabel(Label):
def __init__(self, **kwargs):
super().__init__(**kwargs)
self._label.refresh()
@@ -696,31 +456,14 @@ class MessageBox(Popup):
self.height += max(0, label.height - 18)
class ClientTabs(MDTabsPrimary):
carousel: MDTabsCarousel
lock_swiping = True
def __init__(self, *args, **kwargs):
self.carousel = MDTabsCarousel(lock_swiping=True)
super().__init__(*args, MDDivider(size_hint_y=None, height=dp(4)), self.carousel, **kwargs)
self.size_hint_y = 1
def remove_tab(self, tab, content=None):
if content is None:
content = tab.content
self.ids.container.remove_widget(tab)
self.carousel.remove_widget(content)
self.on_size(self, self.size)
class GameManager(ThemedApp):
class GameManager(App):
logging_pairs = [
("Client", "Archipelago"),
]
base_title: str = "Archipelago Client"
last_autofillable_command: str
main_area_container: MDGridLayout
main_area_container: GridLayout
""" subclasses can add more columns beside the tabs """
def __init__(self, ctx: context_type):
@@ -755,26 +498,18 @@ class GameManager(ThemedApp):
return max(1, len(self.tabs.tab_list))
return 1
def on_start(self):
def on_start(*args):
self.root.md_bg_color = self.theme_cls.backgroundColor
super().on_start()
Clock.schedule_once(on_start)
def build(self) -> Layout:
self.set_colors()
self.container = ContainerLayout()
self.grid = MainLayout()
self.grid.cols = 1
self.connect_layout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(70),
spacing=5, padding=(5, 10))
self.connect_layout = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
# top part
server_label = ServerLabel(halign="center")
server_label = ServerLabel()
self.connect_layout.add_widget(server_label)
self.server_connect_bar = ConnectBarTextInput(text=self.ctx.suggested_address or "archipelago.gg:",
size_hint_y=None, role="medium",
height=dp(70), multiline=False, write_tab=False)
size_hint_y=None,
height=dp(30), multiline=False, write_tab=False)
def connect_bar_validate(sender):
if not self.ctx.server:
@@ -782,52 +517,46 @@ class GameManager(ThemedApp):
self.server_connect_bar.bind(on_text_validate=connect_bar_validate)
self.connect_layout.add_widget(self.server_connect_bar)
self.server_connect_button = MDButton(MDButtonText(text="Connect"), style="filled", size=(dp(100), dp(70)),
size_hint_x=None, size_hint_y=None, radius=5, pos_hint={"center_y": 0.55})
self.server_connect_button = Button(text="Connect", size=(dp(100), dp(30)), size_hint_y=None, size_hint_x=None)
self.server_connect_button.bind(on_press=self.connect_button_action)
self.server_connect_button.height = self.server_connect_bar.height
self.connect_layout.add_widget(self.server_connect_button)
self.grid.add_widget(self.connect_layout)
self.progressbar = MDLinearProgressIndicator(size_hint_y=None, height=3)
self.progressbar = ProgressBar(size_hint_y=None, height=3)
self.grid.add_widget(self.progressbar)
# middle part
self.tabs = ClientTabs()
self.tabs.add_widget(MDTabsItem(MDTabsItemText(text="All" if len(self.logging_pairs) > 1 else "Archipelago")))
self.tabs = TabbedPanel(size_hint_y=1)
self.tabs.default_tab_text = "All"
self.log_panels["All"] = self.tabs.default_tab_content = UILog(*(logging.getLogger(logger_name)
for logger_name, name in
self.logging_pairs))
self.tabs.carousel.add_widget(self.tabs.default_tab_content)
for logger_name, name in
self.logging_pairs))
for logger_name, display_name in self.logging_pairs:
bridge_logger = logging.getLogger(logger_name)
self.log_panels[display_name] = UILog(bridge_logger)
panel = TabbedPanelItem(text=display_name)
self.log_panels[display_name] = panel.content = UILog(bridge_logger)
if len(self.logging_pairs) > 1:
panel = MDTabsItem(MDTabsItemText(text=display_name))
panel.content = self.log_panels[display_name]
# show Archipelago tab if other logging is present
self.tabs.carousel.add_widget(panel.content)
self.tabs.add_widget(panel)
hint_panel = self.add_client_tab("Hints", HintLayout())
self.hint_log = HintLog(self.json_to_kivy_parser)
hint_panel = self.add_client_tab("Hints", HintLog(self.json_to_kivy_parser))
self.log_panels["Hints"] = hint_panel.content
hint_panel.content.add_widget(self.hint_log)
self.main_area_container = MDGridLayout(size_hint_y=1, rows=1)
if len(self.logging_pairs) == 1:
self.tabs.default_tab_text = "Archipelago"
self.main_area_container = GridLayout(size_hint_y=1, rows=1)
self.main_area_container.add_widget(self.tabs)
self.grid.add_widget(self.main_area_container)
# bottom part
bottom_layout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(70), spacing=5, padding=(5, 10))
info_button = MDButton(MDButtonText(text="Command:"), radius=5, style="filled", size=(dp(100), dp(70)),
size_hint_x=None, size_hint_y=None, pos_hint={"center_y": 0.575})
bottom_layout = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
info_button = Button(size=(dp(100), dp(30)), text="Command:", size_hint_x=None)
info_button.bind(on_release=self.command_button_action)
bottom_layout.add_widget(info_button)
self.textinput = CommandPromptTextInput(size_hint_y=None, height=dp(30), multiline=False, write_tab=False)
self.textinput.bind(on_text_validate=self.on_message)
info_button.height = self.textinput.height
self.textinput.text_validate_unfocus = False
bottom_layout.add_widget(self.textinput)
self.grid.add_widget(bottom_layout)
@@ -848,26 +577,24 @@ class GameManager(ThemedApp):
def add_client_tab(self, title: str, content: Widget) -> Widget:
"""Adds a new tab to the client window with a given title, and provides a given Widget as its content.
Returns the new tab widget, with the provided content being placed on the tab as content."""
new_tab = MDTabsItem(MDTabsItemText(text=title))
new_tab = TabbedPanelItem(text=title)
new_tab.content = content
self.tabs.add_widget(new_tab)
self.tabs.carousel.add_widget(new_tab.content)
return new_tab
def update_texts(self, dt):
for slide in self.tabs.carousel.slides:
if hasattr(slide, "fix_heights"):
slide.fix_heights() # TODO: remove this when Kivy fixes this upstream
if hasattr(self.tabs.content.children[0], "fix_heights"):
self.tabs.content.children[0].fix_heights() # TODO: remove this when Kivy fixes this upstream
if self.ctx.server:
self.title = self.base_title + " " + Utils.__version__ + \
f" | Connected to: {self.ctx.server_address} " \
f"{'.'.join(str(e) for e in self.ctx.server_version)}"
self.server_connect_button._button_text.text = "Disconnect"
self.server_connect_button.text = "Disconnect"
self.server_connect_bar.readonly = True
self.progressbar.max = len(self.ctx.checked_locations) + len(self.ctx.missing_locations)
self.progressbar.value = len(self.ctx.checked_locations)
else:
self.server_connect_button._button_text.text = "Connect"
self.server_connect_button.text = "Connect"
self.server_connect_bar.readonly = False
self.title = self.base_title + " " + Utils.__version__
self.progressbar.value = 0
@@ -930,8 +657,8 @@ class GameManager(ThemedApp):
def enable_energy_link(self):
if not hasattr(self, "energy_link_label"):
self.energy_link_label = MDLabel(text="Energy Link: Standby",
size_hint_x=None, width=150, halign="center")
self.energy_link_label = Label(text="Energy Link: Standby",
size_hint_x=None, width=150)
self.connect_layout.add_widget(self.energy_link_label)
def set_new_energy_link_value(self):
@@ -939,8 +666,8 @@ class GameManager(ThemedApp):
self.energy_link_label.text = f"EL: {Utils.format_SI_prefix(self.ctx.current_energy_link_value)}J"
def update_hints(self):
hints = self.ctx.stored_data.get(f"_read_hints_{self.ctx.team}_{self.ctx.slot}", [])
self.hint_log.refresh_hints(hints)
hints = self.ctx.stored_data[f"_read_hints_{self.ctx.team}_{self.ctx.slot}"]
self.log_panels["Hints"].refresh_hints(hints)
# default F1 keybind, opens a settings menu, that seems to break the layout engine once closed
def open_settings(self, *largs):
@@ -967,9 +694,8 @@ class LogtoUI(logging.Handler):
self.on_log(self.format(record))
class UILog(MDRecycleView):
class UILog(RecycleView):
messages: typing.ClassVar[int] # comes from kv file
adaptive_height = True
def __init__(self, *loggers_to_handle, **kwargs):
super(UILog, self).__init__(**kwargs)
@@ -996,59 +722,19 @@ class UILog(MDRecycleView):
element.height = element.texture_size[1]
class HintLayout(MDBoxLayout):
orientation = "vertical"
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
boxlayout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(55))
boxlayout.add_widget(MDLabel(text="New Hint:", size_hint_x=None, size_hint_y=None, height=dp(55)))
boxlayout.add_widget(AutocompleteHintInput())
self.add_widget(boxlayout)
def fix_heights(self):
for child in self.children:
fix_func = getattr(child, "fix_heights", None)
if fix_func:
fix_func()
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "Found",
HintStatus.HINT_UNSPECIFIED: "Unspecified",
HintStatus.HINT_NO_PRIORITY: "No Priority",
HintStatus.HINT_AVOID: "Avoid",
HintStatus.HINT_PRIORITY: "Priority",
}
status_colors: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "green",
HintStatus.HINT_UNSPECIFIED: "white",
HintStatus.HINT_NO_PRIORITY: "cyan",
HintStatus.HINT_AVOID: "salmon",
HintStatus.HINT_PRIORITY: "plum",
}
status_sort_weights: dict[HintStatus, int] = {
HintStatus.HINT_FOUND: 0,
HintStatus.HINT_UNSPECIFIED: 1,
HintStatus.HINT_NO_PRIORITY: 2,
HintStatus.HINT_AVOID: 3,
HintStatus.HINT_PRIORITY: 4,
}
class HintLog(MDRecycleView):
class HintLog(RecycleView):
header = {
"receiving": {"text": "[u]Receiving Player[/u]"},
"item": {"text": "[u]Item[/u]"},
"finding": {"text": "[u]Finding Player[/u]"},
"location": {"text": "[u]Location[/u]"},
"entrance": {"text": "[u]Entrance[/u]"},
"status": {"text": "[u]Status[/u]",
"hint": {"receiving_player": -1, "location": -1, "finding_player": -1, "status": ""}},
"found": {"text": "[u]Status[/u]"},
"striped": True,
}
data: list[typing.Any]
sort_key: str = ""
reversed: bool = True
reversed: bool = False
def __init__(self, parser):
super(HintLog, self).__init__()
@@ -1056,18 +742,8 @@ class HintLog(MDRecycleView):
self.parser = parser
def refresh_hints(self, hints):
if not hints: # Fix the scrolling looking visually wrong in some edge cases
self.scroll_y = 1.0
data = []
ctx = MDApp.get_running_app().ctx
for hint in hints:
if not hint.get("status"): # Allows connecting to old servers
hint["status"] = HintStatus.HINT_FOUND if hint["found"] else HintStatus.HINT_UNSPECIFIED
hint_status_node = self.parser.handle_node({"type": "color",
"color": status_colors.get(hint["status"], "red"),
"text": status_names.get(hint["status"], "Unknown")})
if hint["status"] != HintStatus.HINT_FOUND and ctx.slot_concerns_self(hint["receiving_player"]):
hint_status_node = f"[u]{hint_status_node}[/u]"
data.append({
"receiving": {"text": self.parser.handle_node({"type": "player_id", "text": hint["receiving_player"]})},
"item": {"text": self.parser.handle_node({
@@ -1085,10 +761,9 @@ class HintLog(MDRecycleView):
"entrance": {"text": self.parser.handle_node({"type": "color" if hint["entrance"] else "text",
"color": "blue", "text": hint["entrance"]
if hint["entrance"] else "Vanilla"})},
"status": {
"text": hint_status_node,
"hint": hint,
},
"found": {
"text": self.parser.handle_node({"type": "color", "color": "green" if hint["found"] else "red",
"text": "Found" if hint["found"] else "Not Found"})},
})
data.sort(key=self.hint_sorter, reverse=self.reversed)
@@ -1099,7 +774,7 @@ class HintLog(MDRecycleView):
@staticmethod
def hint_sorter(element: dict) -> str:
return element["status"]["hint"]["status"] # By status by default
return ""
def fix_heights(self):
"""Workaround fix for divergent texture and layout heights"""
@@ -1108,41 +783,6 @@ class HintLog(MDRecycleView):
element.height = max_height
class ApAsyncImage(AsyncImage):
def is_uri(self, filename: str) -> bool:
if filename.startswith("ap:"):
return True
else:
return super().is_uri(filename)
class ImageLoaderPkgutil(ImageLoaderBase):
def load(self, filename: str) -> typing.List[ImageData]:
# take off the "ap:" prefix
module, path = filename[3:].split("/", 1)
data = pkgutil.get_data(module, path)
return self._bytes_to_data(data)
@staticmethod
def _bytes_to_data(data: typing.Union[bytes, bytearray]) -> typing.List[ImageData]:
loader = next(loader for loader in ImageLoader.loaders if loader.can_load_memory())
return loader.load(loader, io.BytesIO(data))
# grab the default loader method so we can override it but use it as a fallback
_original_image_loader_load = ImageLoader.load
def load_override(filename: str, default_load=_original_image_loader_load, **kwargs):
if filename.startswith("ap:"):
return ImageLoaderPkgutil(filename)
else:
return default_load(filename, **kwargs)
ImageLoader.load = load_override
class E(ExceptionHandler):
logger = logging.getLogger("Client")

View File

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

View File

@@ -1,17 +1,14 @@
colorama>=0.4.6
websockets>=13.0.1,<14
PyYAML>=6.0.2
jellyfish>=1.1.3
jinja2>=3.1.6
jellyfish>=1.1.0
jinja2>=3.1.4
schema>=0.7.7
kivy>=2.3.1
bsdiff4>=1.2.6
platformdirs>=4.3.6
certifi>=2025.1.31
cython>=3.0.12
cymem>=2.0.11
orjson>=3.10.15
kivy>=2.3.0
bsdiff4>=1.2.4
platformdirs>=4.2.2
certifi>=2024.8.30
cython>=3.0.11
cymem>=2.0.8
orjson>=3.10.7
typing_extensions>=4.12.2
pyshortcuts>=1.9.1
kivymd @ git+https://github.com/kivymd/KivyMD@5ff9d0d
kivymd>=2.0.1.dev0

View File

@@ -7,7 +7,6 @@ import os
import os.path
import shutil
import sys
import types
import typing
import warnings
from enum import IntEnum
@@ -109,7 +108,7 @@ class Group:
def get_type_hints(cls) -> Dict[str, Any]:
"""Returns resolved type hints for the class"""
if cls._type_cache is None:
if not cls.__annotations__ or not isinstance(next(iter(cls.__annotations__.values())), str):
if not isinstance(next(iter(cls.__annotations__.values())), str):
# non-str: assume already resolved
cls._type_cache = cls.__annotations__
else:
@@ -163,13 +162,8 @@ class Group:
else:
# assign value, try to upcast to type hint
annotation = self.get_type_hints().get(k, None)
candidates = (
[] if annotation is None else (
typing.get_args(annotation)
if typing.get_origin(annotation) in (Union, types.UnionType)
else [annotation]
)
)
candidates = [] if annotation is None else \
typing.get_args(annotation) if typing.get_origin(annotation) is Union else [annotation]
none_type = type(None)
for cls in candidates:
assert isinstance(cls, type), f"{self.__class__.__name__}.{k}: type {cls} not supported in settings"
@@ -270,20 +264,15 @@ class Group:
# fetch class to avoid going through getattr
cls = self.__class__
type_hints = cls.get_type_hints()
entries = [e for e in self]
if not entries:
# write empty dict for empty Group with no instance values
cls._dump_value({}, f, indent=" " * level)
# validate group
for name in cls.__annotations__.keys():
assert hasattr(cls, name), f"{cls}.{name} is missing a default value"
# dump ordered members
for name in entries:
for name in self:
attr = cast(object, getattr(self, name))
attr_cls = type_hints[name] if name in type_hints else attr.__class__
attr_cls_origin = typing.get_origin(attr_cls)
# resolve to first type for doc string
while attr_cls_origin is Union or attr_cls_origin is types.UnionType:
while attr_cls_origin is Union: # resolve to first type for doc string
attr_cls = typing.get_args(attr_cls)[0]
attr_cls_origin = typing.get_origin(attr_cls)
if attr_cls.__doc__ and attr_cls.__module__ != "builtins":
@@ -604,7 +593,6 @@ class ServerOptions(Group):
savefile: Optional[str] = None
disable_save: bool = False
loglevel: str = "info"
logtime: bool = False
server_password: Optional[ServerPassword] = None
disable_item_cheat: Union[DisableItemCheat, bool] = False
location_check_points: LocationCheckPoints = LocationCheckPoints(1)
@@ -683,8 +671,6 @@ class GeneratorOptions(Group):
race: Race = Race(0)
plando_options: PlandoOptions = PlandoOptions("bosses, connections, texts")
panic_method: PanicMethod = PanicMethod("swap")
loglevel: str = "info"
logtime: bool = False
class SNIOptions(Group):
@@ -792,17 +778,7 @@ class Settings(Group):
if location:
from Utils import parse_yaml
with open(location, encoding="utf-8-sig") as f:
from yaml.error import MarkedYAMLError
try:
options = parse_yaml(f.read())
except MarkedYAMLError as ex:
if ex.problem_mark:
f.seek(0)
lines = f.readlines()
problem_line = lines[ex.problem_mark.line]
error_line = " " * ex.problem_mark.column + "^"
raise Exception(f"{ex.context} {ex.problem}\n{problem_line}{error_line}")
raise ex
options = parse_yaml(f.read())
# TODO: detect if upgrade is required
# TODO: once we have a cache for _world_settings_name_cache, detect if any game section is missing
self.update(options or {})

View File

@@ -19,7 +19,7 @@ from typing import Dict, Iterable, List, Optional, Sequence, Set, Tuple, Union
# This is a bit jank. We need cx-Freeze to be able to run anything from this script, so install it
requirement = 'cx-Freeze==8.0.0'
requirement = 'cx-Freeze==7.2.0'
try:
import pkg_resources
try:
@@ -321,7 +321,7 @@ class BuildExeCommand(cx_Freeze.command.build_exe.build_exe):
f"{ex}\nPlease close all AP instances and delete manually.")
# regular cx build
self.buildtime = datetime.datetime.now(datetime.timezone.utc)
self.buildtime = datetime.datetime.utcnow()
super().run()
# manually copy built modules to lib folder. cx_Freeze does not know they exist.
@@ -629,13 +629,12 @@ cx_Freeze.setup(
ext_modules=cythonize("_speedups.pyx"),
options={
"build_exe": {
"packages": ["worlds", "kivy", "cymem", "websockets", "kivymd"],
"packages": ["worlds", "kivy", "cymem", "websockets"],
"includes": [],
"excludes": ["numpy", "Cython", "PySide2", "PIL",
"pandas"],
"zip_includes": [],
"pandas", "zstandard"],
"zip_include_packages": ["*"],
"zip_exclude_packages": ["worlds", "sc2", "kivymd"],
"zip_exclude_packages": ["worlds", "sc2", "orjson"], # TODO: remove orjson here once we drop py3.8 support
"include_files": [], # broken in cx 6.14.0, we use more special sauce now
"include_msvcr": False,
"replace_paths": ["*."],

View File

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

View File

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

View File

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

View File

@@ -1,488 +0,0 @@
import unittest
from enum import IntEnum
from BaseClasses import Region, EntranceType, MultiWorld, Entrance
from entrance_rando import disconnect_entrance_for_randomization, randomize_entrances, EntranceRandomizationError, \
ERPlacementState, EntranceLookup, bake_target_group_lookup
from Options import Accessibility
from test.general import generate_test_multiworld, generate_locations, generate_items
from worlds.generic.Rules import set_rule
class ERTestGroups(IntEnum):
LEFT = 1
RIGHT = 2
TOP = 3
BOTTOM = 4
directionally_matched_group_lookup = {
ERTestGroups.LEFT: [ERTestGroups.RIGHT],
ERTestGroups.RIGHT: [ERTestGroups.LEFT],
ERTestGroups.TOP: [ERTestGroups.BOTTOM],
ERTestGroups.BOTTOM: [ERTestGroups.TOP]
}
def generate_entrance_pair(region: Region, name_suffix: str, group: int):
lx = region.create_exit(region.name + name_suffix)
lx.randomization_group = group
lx.randomization_type = EntranceType.TWO_WAY
le = region.create_er_target(region.name + name_suffix)
le.randomization_group = group
le.randomization_type = EntranceType.TWO_WAY
def generate_disconnected_region_grid(multiworld: MultiWorld, grid_side_length: int, region_size: int = 0,
region_type: type[Region] = Region):
"""
Generates a grid-like region structure for ER testing, where menu is connected to the top-left region, and each
region "in vanilla" has 2 2-way exits going either down or to the right, until reaching the goal region in the
bottom right
"""
for row in range(grid_side_length):
for col in range(grid_side_length):
index = row * grid_side_length + col
name = f"region{index}"
region = region_type(name, 1, multiworld)
multiworld.regions.append(region)
generate_locations(region_size, 1, region=region, tag=f"_{name}")
if row == 0 and col == 0:
multiworld.get_region("Menu", 1).connect(region)
if col != 0:
generate_entrance_pair(region, "_left", ERTestGroups.LEFT)
if col != grid_side_length - 1:
generate_entrance_pair(region, "_right", ERTestGroups.RIGHT)
if row != 0:
generate_entrance_pair(region, "_top", ERTestGroups.TOP)
if row != grid_side_length - 1:
generate_entrance_pair(region, "_bottom", ERTestGroups.BOTTOM)
class TestEntranceLookup(unittest.TestCase):
def test_shuffled_targets(self):
"""tests that get_targets shuffles targets between groups when requested"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region]
for entrance in er_targets:
lookup.add(entrance)
retrieved_targets = lookup.get_targets([ERTestGroups.TOP, ERTestGroups.BOTTOM],
False, False)
prev = None
group_order = [prev := group.randomization_group for group in retrieved_targets
if prev != group.randomization_group]
# technically possible that group order may not be shuffled, by some small chance, on some seeds. but generally
# a shuffled list should alternate more frequently which is the desired behavior here
self.assertGreater(len(group_order), 2)
def test_ordered_targets(self):
"""tests that get_targets does not shuffle targets between groups when requested"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region]
for entrance in er_targets:
lookup.add(entrance)
retrieved_targets = lookup.get_targets([ERTestGroups.TOP, ERTestGroups.BOTTOM],
False, True)
prev = None
group_order = [prev := group.randomization_group for group in retrieved_targets if prev != group.randomization_group]
self.assertEqual([ERTestGroups.TOP, ERTestGroups.BOTTOM], group_order)
def test_selective_dead_ends(self):
"""test that entrances that EntranceLookup has not been told to consider are ignored when finding dead-ends"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region
and ex.name != "region20_right" and ex.name != "region21_left"])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region and
entrance.name != "region20_right" and entrance.name != "region21_left"]
for entrance in er_targets:
lookup.add(entrance)
# region 20 is the bottom left corner of the grid, and therefore only has a right entrance from region 21
# and a top entrance from region 15; since we've told lookup to ignore the right entrance from region 21,
# the top entrance from region 15 should be considered a dead-end
dead_end_region = multiworld.get_region("region20", 1)
for dead_end in dead_end_region.entrances:
if dead_end.name == "region20_top":
break
# there should be only this one dead-end
self.assertTrue(dead_end in lookup.dead_ends)
self.assertEqual(len(lookup.dead_ends), 1)
class TestBakeTargetGroupLookup(unittest.TestCase):
def test_lookup_generation(self):
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
world = multiworld.worlds[1]
expected = {
ERTestGroups.LEFT: [-ERTestGroups.LEFT],
ERTestGroups.RIGHT: [-ERTestGroups.RIGHT],
ERTestGroups.TOP: [-ERTestGroups.TOP],
ERTestGroups.BOTTOM: [-ERTestGroups.BOTTOM]
}
actual = bake_target_group_lookup(world, lambda g: [-g])
self.assertEqual(expected, actual)
class TestDisconnectForRandomization(unittest.TestCase):
def test_disconnect_default_2way(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.TWO_WAY
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e)
self.assertIsNone(e.connected_region)
self.assertEqual([], r2.entrances)
self.assertEqual(1, len(r1.exits))
self.assertEqual(e, r1.exits[0])
self.assertEqual(1, len(r1.entrances))
self.assertIsNone(r1.entrances[0].parent_region)
self.assertEqual("e", r1.entrances[0].name)
self.assertEqual(EntranceType.TWO_WAY, r1.entrances[0].randomization_type)
self.assertEqual(1, r1.entrances[0].randomization_group)
def test_disconnect_default_1way(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e, one_way_target_name="foo")
self.assertIsNone(e.connected_region)
self.assertEqual([], r1.entrances)
self.assertEqual(1, len(r1.exits))
self.assertEqual(e, r1.exits[0])
self.assertEqual(1, len(r2.entrances))
self.assertIsNone(r2.entrances[0].parent_region)
self.assertEqual("foo", r2.entrances[0].name)
self.assertEqual(EntranceType.ONE_WAY, r2.entrances[0].randomization_type)
self.assertEqual(1, r2.entrances[0].randomization_group)
def test_disconnect_default_1way_no_vanilla_target_raises(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = 1
e.connect(r2)
with self.assertRaises(ValueError):
disconnect_entrance_for_randomization(e)
def test_disconnect_uses_alternate_group(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e, 2, "foo")
self.assertIsNone(e.connected_region)
self.assertEqual([], r1.entrances)
self.assertEqual(1, len(r1.exits))
self.assertEqual(e, r1.exits[0])
self.assertEqual(1, len(r2.entrances))
self.assertIsNone(r2.entrances[0].parent_region)
self.assertEqual("foo", r2.entrances[0].name)
self.assertEqual(EntranceType.ONE_WAY, r2.entrances[0].randomization_type)
self.assertEqual(2, r2.entrances[0].randomization_group)
class TestRandomizeEntrances(unittest.TestCase):
def test_determinism(self):
"""tests that the same output is produced for the same input"""
multiworld1 = generate_test_multiworld()
generate_disconnected_region_grid(multiworld1, 5)
multiworld2 = generate_test_multiworld()
generate_disconnected_region_grid(multiworld2, 5)
result1 = randomize_entrances(multiworld1.worlds[1], False, directionally_matched_group_lookup)
result2 = randomize_entrances(multiworld2.worlds[1], False, directionally_matched_group_lookup)
self.assertEqual(result1.pairings, result2.pairings)
for e1, e2 in zip(result1.placements, result2.placements):
self.assertEqual(e1.name, e2.name)
self.assertEqual(e1.parent_region.name, e1.parent_region.name)
self.assertEqual(e1.connected_region.name, e2.connected_region.name)
def test_all_entrances_placed(self):
"""tests that all entrances and exits were placed, all regions are connected, and no dangling edges exist"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertEqual([], [entrance for region in multiworld.get_regions()
for entrance in region.entrances if not entrance.parent_region])
self.assertEqual([], [exit_ for region in multiworld.get_regions()
for exit_ in region.exits if not exit_.connected_region])
# 5x5 grid + menu
self.assertEqual(26, len(result.placed_regions))
self.assertEqual(80, len(result.pairings))
self.assertEqual(80, len(result.placements))
def test_coupled(self):
"""tests that in coupled mode, all 2 way transitions have an inverse"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
seen_placement_count = 0
def verify_coupled(_: ERPlacementState, placed_entrances: list[Entrance]):
nonlocal seen_placement_count
seen_placement_count += len(placed_entrances)
self.assertEqual(2, len(placed_entrances))
self.assertEqual(placed_entrances[0].parent_region, placed_entrances[1].connected_region)
self.assertEqual(placed_entrances[1].parent_region, placed_entrances[0].connected_region)
result = randomize_entrances(multiworld.worlds[1], True, directionally_matched_group_lookup,
on_connect=verify_coupled)
# if we didn't visit every placement the verification on_connect doesn't really mean much
self.assertEqual(len(result.placements), seen_placement_count)
def test_uncoupled_succeeds_stage1_indirect_condition(self):
multiworld = generate_test_multiworld()
menu = multiworld.get_region("Menu", 1)
generate_entrance_pair(menu, "_right", ERTestGroups.RIGHT)
end = Region("End", 1, multiworld)
multiworld.regions.append(end)
generate_entrance_pair(end, "_left", ERTestGroups.LEFT)
multiworld.register_indirect_condition(end, None)
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertSetEqual({
("Menu_right", "End_left"),
("End_left", "Menu_right")
}, set(result.pairings))
def test_coupled_succeeds_stage1_indirect_condition(self):
multiworld = generate_test_multiworld()
menu = multiworld.get_region("Menu", 1)
generate_entrance_pair(menu, "_right", ERTestGroups.RIGHT)
end = Region("End", 1, multiworld)
multiworld.regions.append(end)
generate_entrance_pair(end, "_left", ERTestGroups.LEFT)
multiworld.register_indirect_condition(end, None)
result = randomize_entrances(multiworld.worlds[1], True, directionally_matched_group_lookup)
self.assertSetEqual({
("Menu_right", "End_left"),
("End_left", "Menu_right")
}, set(result.pairings))
def test_uncoupled(self):
"""tests that in uncoupled mode, no transitions have an (intentional) inverse"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
seen_placement_count = 0
def verify_uncoupled(state: ERPlacementState, placed_entrances: list[Entrance]):
nonlocal seen_placement_count
seen_placement_count += len(placed_entrances)
self.assertEqual(1, len(placed_entrances))
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup,
on_connect=verify_uncoupled)
# if we didn't visit every placement the verification on_connect doesn't really mean much
self.assertEqual(len(result.placements), seen_placement_count)
def test_oneway_twoway_pairing(self):
"""tests that 1 ways are only paired to 1 ways and 2 ways are only paired to 2 ways"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
region26 = Region("region26", 1, multiworld)
multiworld.regions.append(region26)
for index, region in enumerate(["region4", "region20", "region24"]):
x = multiworld.get_region(region, 1).create_exit(f"{region}_bottom_1way")
x.randomization_type = EntranceType.ONE_WAY
x.randomization_group = ERTestGroups.BOTTOM
e = region26.create_er_target(f"region26_top_1way{index}")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = ERTestGroups.TOP
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
for exit_name, entrance_name in result.pairings:
# we have labeled our entrances in such a way that all the 1 way entrances have 1way in the name,
# so test for that since the ER target will have been discarded
if "1way" in exit_name:
self.assertIn("1way", entrance_name)
def test_group_constraints_satisfied(self):
"""tests that all grouping constraints are satisfied"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
for exit_name, entrance_name in result.pairings:
# we have labeled our entrances in such a way that all the entrances contain their group in the name
# so test for that since the ER target will have been discarded
if "top" in exit_name:
self.assertIn("bottom", entrance_name)
if "bottom" in exit_name:
self.assertIn("top", entrance_name)
if "left" in exit_name:
self.assertIn("right", entrance_name)
if "right" in exit_name:
self.assertIn("left", entrance_name)
def test_minimal_entrance_rando(self):
"""tests that entrance randomization can complete with minimal accessibility and unreachable exits"""
multiworld = generate_test_multiworld()
multiworld.worlds[1].options.accessibility = Accessibility.from_any(Accessibility.option_minimal)
multiworld.completion_condition[1] = lambda state: state.can_reach("region24", player=1)
generate_disconnected_region_grid(multiworld, 5, 1)
prog_items = generate_items(10, 1, True)
multiworld.itempool += prog_items
filler_items = generate_items(15, 1, False)
multiworld.itempool += filler_items
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertEqual([], [entrance for region in multiworld.get_regions()
for entrance in region.entrances if not entrance.parent_region])
self.assertEqual([], [exit_ for region in multiworld.get_regions()
for exit_ in region.exits if not exit_.connected_region])
def test_minimal_entrance_rando_with_collect_override(self):
"""
tests that entrance randomization can complete with minimal accessibility and unreachable exits
when the world defines a collect override that add extra values to prog_items
"""
multiworld = generate_test_multiworld()
multiworld.worlds[1].options.accessibility = Accessibility.from_any(Accessibility.option_minimal)
multiworld.completion_condition[1] = lambda state: state.can_reach("region24", player=1)
generate_disconnected_region_grid(multiworld, 5, 1)
prog_items = generate_items(10, 1, True)
multiworld.itempool += prog_items
filler_items = generate_items(15, 1, False)
multiworld.itempool += filler_items
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
old_collect = multiworld.worlds[1].collect
def new_collect(state, item):
old_collect(state, item)
state.prog_items[item.player]["counter"] += 300
multiworld.worlds[1].collect = new_collect
randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertEqual([], [entrance for region in multiworld.get_regions()
for entrance in region.entrances if not entrance.parent_region])
self.assertEqual([], [exit_ for region in multiworld.get_regions()
for exit_ in region.exits if not exit_.connected_region])
def test_restrictive_region_requirement_does_not_fail(self):
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 2, 1)
region = Region("region4", 1, multiworld)
multiworld.regions.append(region)
generate_entrance_pair(multiworld.get_region("region0", 1), "_right2", ERTestGroups.RIGHT)
generate_entrance_pair(region, "_left", ERTestGroups.LEFT)
blocked_exits = ["region1_left", "region1_bottom",
"region2_top", "region2_right",
"region3_left", "region3_top"]
for exit_name in blocked_exits:
blocked_exit = multiworld.get_entrance(exit_name, 1)
blocked_exit.access_rule = lambda state: state.can_reach_region("region4", 1)
multiworld.register_indirect_condition(region, blocked_exit)
result = randomize_entrances(multiworld.worlds[1], True, directionally_matched_group_lookup)
# verifying that we did in fact place region3 adjacent to region0 to unblock all the other connections
# (and implicitly, that ER didn't fail)
self.assertTrue(("region0_right", "region4_left") in result.pairings
or ("region0_right2", "region4_left") in result.pairings)
def test_fails_when_mismatched_entrance_and_exit_count(self):
"""tests that entrance randomization fast-fails if the input exit and entrance count do not match"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
multiworld.get_region("region1", 1).create_exit("extra")
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)
def test_fails_when_some_unreachable_exit(self):
"""tests that entrance randomization fails if an exit is never reachable (non-minimal accessibility)"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)
def test_fails_when_some_unconnectable_exit(self):
"""tests that entrance randomization fails if an exit can't be made into a valid placement (non-minimal)"""
class CustomEntrance(Entrance):
def can_connect_to(self, other: Entrance, dead_end: bool, er_state: "ERPlacementState") -> bool:
if other.name == "region1_right":
return False
class CustomRegion(Region):
entrance_type = CustomEntrance
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5, region_type=CustomRegion)
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)
def test_minimal_er_fails_when_not_enough_locations_to_fit_progression(self):
"""
tests that entrance randomization fails in minimal accessibility if there are not enough locations
available to place all progression items locally
"""
multiworld = generate_test_multiworld()
multiworld.worlds[1].options.accessibility = Accessibility.from_any(Accessibility.option_minimal)
multiworld.completion_condition[1] = lambda state: state.can_reach("region24", player=1)
generate_disconnected_region_grid(multiworld, 5, 1)
prog_items = generate_items(30, 1, True)
multiworld.itempool += prog_items
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)

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