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3 Commits

Author SHA1 Message Date
NewSoupVi
930f627794 Release workflow as well 2025-03-10 14:32:09 +01:00
NewSoupVi
d4fc90410c Update build.yml 2025-03-10 14:09:20 +01:00
NewSoupVi
484c5f2671 Band-aid Linux Build breaking with the release of PyGObject 3.52.1 2025-03-10 14:06:59 +01:00
388 changed files with 6094 additions and 28806 deletions

View File

@@ -2,7 +2,6 @@
"include": [
"../BizHawkClient.py",
"../Patch.py",
"../test/param.py",
"../test/general/test_groups.py",
"../test/general/test_helpers.py",
"../test/general/test_memory.py",

View File

@@ -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

View File

@@ -99,8 +99,8 @@ 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

View File

@@ -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

View File

@@ -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

2
.gitignore vendored
View File

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

View File

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

View File

@@ -616,7 +616,7 @@ class MultiWorld():
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:
if type(location.item.code) is int:
locations.add(location)
else:
events.add(location)
@@ -1106,9 +1106,6 @@ 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()
@@ -1313,6 +1310,9 @@ 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)
@@ -1416,10 +1416,6 @@ 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

View File

@@ -413,8 +413,7 @@ 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()
self.ui.update_hints()
async def send_msgs(self, msgs: typing.List[typing.Any]) -> None:
""" `msgs` JSON serializable """
@@ -625,6 +624,9 @@ 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)
@@ -1126,7 +1128,7 @@ def run_as_textclient(*args):
args = handle_url_arg(args, parser=parser)
# 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()

21
Fill.py
View File

@@ -75,11 +75,9 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
items_to_place.append(reachable_items[next_player].pop())
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(
@@ -350,10 +348,10 @@ 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)
@@ -502,15 +500,13 @@ 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,
fill_restrictive(multiworld, multiworld.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,
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority Retry", one_item_per_player=False)
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
@@ -518,15 +514,14 @@ def distribute_items_restrictive(multiworld: MultiWorld,
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:

View File

@@ -54,22 +54,12 @@ 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
@@ -118,8 +108,6 @@ 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):
@@ -176,7 +164,6 @@ 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 +279,22 @@ 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

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 +122,49 @@ 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
if not client_component:
if client_component is None:
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())
MDDialog(
# Headline
MDDialogHeadlineText(text="Connect to Multiworld"),
# Text
popup_text,
# Content
MDDialogContentContainer(
*component_buttons,
orientation="vertical"
),
from kvui import App, Button, BoxLayout, Label, Window
).open()
class Popup(App):
def __init__(self):
self.title = "Connect to Multiworld"
self.icon = r"data/icon.png"
super().__init__()
def build(self):
layout = BoxLayout(orientation="vertical")
layout.add_widget(Label(text="Select client to open and connect with."))
button_row = BoxLayout(orientation="horizontal", size_hint=(1, 0.4))
text_client_button = Button(
text=text_client_component.display_name,
on_release=lambda *args: run_component(text_client_component, *launch_args)
)
button_row.add_widget(text_client_button)
game_client_button = Button(
text=client_component.display_name,
on_release=lambda *args: run_component(client_component, *launch_args)
)
button_row.add_widget(game_client_button)
layout.add_widget(button_row)
return layout
def _stop(self, *largs):
# see run_gui Launcher _stop comment for details
self.root_window.close()
super()._stop(*largs)
Popup().run()
def identify(path: Union[None, str]) -> Tuple[Union[None, str], Union[None, Component]]:
@@ -211,166 +220,100 @@ 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, ApAsyncImage
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.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 = ApAsyncImage(source=icon_paths[component.icon],
size=(38, 38), size_hint=(None, 1), pos=(5, 0))
box_layout = RelativeLayout(size_hint_y=None, height=40)
box_layout.add_widget(button)
box_layout.add_widget(image)
return box_layout
return button
# clear before repopulating
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 +333,7 @@ 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 +360,16 @@ 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 +378,7 @@ 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 +400,6 @@ 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

@@ -26,7 +26,6 @@ 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
@@ -140,7 +139,7 @@ class RAGameboy():
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
@@ -238,7 +237,7 @@ class RAGameboy():
self.cache[start:start + len(hram_block)] = hram_block
self.last_cache_read = time.time()
async def read_memory_block(self, address: int, size: int):
block = bytearray()
remaining_size = size
@@ -246,7 +245,7 @@ class RAGameboy():
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):
@@ -507,7 +506,7 @@ 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
@@ -515,8 +514,8 @@ class LinksAwakeningContext(CommonContext):
magpie_task = None
won = False
@property
def slot_storage_key(self):
@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:
@@ -530,7 +529,9 @@ 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 = [
@@ -543,15 +544,25 @@ 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_checks(self):
message = [{"cmd": "LocationChecks", "locations": self.found_checks}]
await self.send_msgs(message)
async def send_new_entrances(self, entrances: typing.Dict[str, str]):
# Store the entrances we find on the server for future sessions
message = [{
@@ -590,20 +601,20 @@ class LinksAwakeningContext(CommonContext):
logger.info("victory!")
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]}])
# 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))
@@ -631,18 +642,12 @@ 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])
@@ -716,15 +721,13 @@ class LinksAwakeningContext(CommonContext):
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()
self.magpie.slot_data = self.slot_data
if self.client.gps_tracker.needs_found_entrances:
await self.request_found_entrances()
self.client.gps_tracker.needs_found_entrances = False
@@ -742,8 +745,8 @@ 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 +803,6 @@ async def main():
await ctx.shutdown()
if __name__ == '__main__':
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

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

12
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")
@@ -224,15 +224,6 @@ 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__
@@ -315,7 +306,6 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
game_world.game: worlds.network_data_package["games"][game_world.game]
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]]]] = {}

View File

@@ -47,7 +47,7 @@ from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, Networ
from BaseClasses import ItemClassification
min_client_version = Version(0, 1, 6)
colorama.just_fix_windows_console()
colorama.init()
def remove_from_list(container, value):
@@ -66,13 +66,9 @@ 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 +109,7 @@ modify_functions = {
# lists/dicts:
"remove": remove_from_list,
"pop": pop_from_container,
"update": update_container_unique,
"update": update_dict,
}
@@ -281,6 +277,25 @@ 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:
@@ -2022,7 +2037,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
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])

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

@@ -1579,7 +1579,6 @@ 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():
@@ -1592,7 +1591,7 @@ 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

@@ -80,8 +80,6 @@ Currently, the following games are supported:
* 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

@@ -735,6 +735,6 @@ 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

@@ -47,7 +47,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self)
__version__ = "0.6.2"
__version__ = "0.6.0"
version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux")

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

@@ -9,7 +9,7 @@ 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 +36,12 @@ 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},
@@ -64,10 +55,6 @@ def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
def init_generator(config: dict[str, Any]) -> None:
from setproctitle import setproctitle
setproctitle("Generator (idle)")
try:
import resource
except ModuleNotFoundError:

View File

@@ -227,9 +227,6 @@ 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 +247,8 @@ 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 +263,12 @@ 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

@@ -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

@@ -35,12 +35,6 @@ 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 +52,6 @@ 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 +1,11 @@
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>=3.5.2
markupsafe>=2.1.5
Markdown>=3.7
mdx-breakless-lists>=1.0.1
setproctitle>=1.3.5

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

@@ -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

@@ -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

@@ -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

@@ -1,5 +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

@@ -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

@@ -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

@@ -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

@@ -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
@@ -180,16 +152,3 @@
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

@@ -45,9 +45,6 @@
# ChecksFinder
/worlds/checksfinder/ @SunCatMC
# Civilization VI
/worlds/civ6/ @hesto2
# Clique
/worlds/clique/ @ThePhar
@@ -214,9 +211,6 @@
# Wargroove
/worlds/wargroove/ @FlySniper
# The Wind Waker
/worlds/tww/ @tanjo3
# The Witness
/worlds/witness/ @NewSoupVi @blastron

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

@@ -66,22 +66,3 @@ The reason entrance access rules using `location.can_reach` and `entrance.can_re
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

@@ -470,7 +470,7 @@ 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.
@@ -756,8 +756,8 @@ 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

@@ -82,38 +82,6 @@ Unit tests can also be created using [TestBase](/test/bases.py#L16) or
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

@@ -606,8 +606,8 @@ 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),

View File

@@ -50,15 +50,13 @@ class EntranceLookup:
_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]):
def __init__(self, rng: random.Random, coupled: bool):
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:
"""
@@ -97,8 +95,7 @@ class EntranceLookup:
# 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):
if not exit_.connected_region and (not self._coupled or exit_.name != entrance.name):
self._expands_graph_cache[entrance] = True
return True
elif exit_.connected_region and exit_.connected_region not in visited:
@@ -268,19 +265,14 @@ def bake_target_group_lookup(world: World, get_target_groups: Callable[[int], li
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:
def disconnect_entrance_for_randomization(entrance: Entrance, target_group: int | 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.
in randomize_entrances. This should be done after setting the type and group of the entrance.
: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
@@ -295,11 +287,8 @@ def disconnect_entrance_for_randomization(entrance: Entrance, target_group: int
# 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)
# for 1-ways, the child region needs a target and coupling/naming is not a concern
target = child_region.create_er_target(child_region.name)
target.randomization_type = entrance.randomization_type
target.randomization_group = target_group or entrance.randomization_group
@@ -336,6 +325,7 @@ def randomize_entrances(
start_time = time.perf_counter()
er_state = ERPlacementState(world, coupled)
entrance_lookup = EntranceLookup(world.random, coupled)
# similar to fill, skip validity checks on entrances if the game is beatable on minimal accessibility
perform_validity_check = True
@@ -351,7 +341,6 @@ def randomize_entrances(
# 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)
@@ -369,34 +358,6 @@ def randomize_entrances(
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)
@@ -410,9 +371,11 @@ def randomize_entrances(
# 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)
or target_entrance.connected_region not in er_state.placed_regions)
needs_speculative_sweep = (not dead_end and require_new_exits and perform_validity_check
and len(placeable_exits) == 1)
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)
if (needs_speculative_sweep
and not er_state.test_speculative_connection(source_exit, target_entrance, exits_set)):
continue
do_placement(source_exit, target_entrance)

View File

@@ -221,11 +221,6 @@ Root: HKCR; Subkey: "{#MyAppName}ygo06patch"; ValueData: "Ar
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\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: "";

475
kvui.py
View File

@@ -35,7 +35,8 @@ 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
@@ -45,32 +46,30 @@ from kivy.clock import Clock
from kivy.factory import Factory
from kivy.properties import BooleanProperty, ObjectProperty, NumericProperty
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.uix.dropdown import DropDown
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.dropdown import DropDown
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)
@@ -87,85 +86,6 @@ 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 +125,7 @@ class HoverBehavior(object):
Factory.register("HoverBehavior", HoverBehavior)
class ToolTip(MDTooltipPlain):
class ToolTip(Label):
pass
@@ -213,30 +133,49 @@ 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 +202,26 @@ 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 +262,11 @@ 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 +286,6 @@ 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 +296,10 @@ 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
@@ -376,115 +310,30 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
""" Respond to the selection of items in the view. """
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):
class AutocompleteHintInput(TextInput):
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 = DropDown()
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)
App.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
self.dropdown.clear_widgets()
ctx: context_type = App.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
def on_press(button: Button):
split_text = MarkupLabel(text=button.text).markup
return self.dropdown.select("".join(text_frag for text_frag in split_text
if not text_frag.startswith("[")))
lowered = value.lower()
@@ -496,29 +345,20 @@ class AutocompleteHintInput(MDTextField):
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()
btn = Button(text=text, size_hint_y=None, height=dp(30), markup=True)
btn.bind(on_release=on_press)
self.dropdown.add_widget(btn)
if not self.dropdown.attach_to:
self.dropdown.open(self)
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
dropdown: DropDown
def __init__(self):
super(HintLabel, self).__init__()
@@ -529,28 +369,29 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
self.entrance_text = ""
self.status_text = ""
self.hint = {}
for child in self.children:
child.bind(texture_size=self.set_height)
ctx = MDApp.get_running_app().ctx
menu_items = []
for status in (HintStatus.HINT_NO_PRIORITY, HintStatus.HINT_PRIORITY, HintStatus.HINT_AVOID):
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)
})
ctx = App.get_running_app().ctx
self.dropdown = DropDown()
self.dropdown = MDDropdownMenu(caller=self.ids["status"], items=menu_items)
def set_value(button):
self.dropdown.select(button.status)
def select(instance, data):
ctx.update_hint(self.hint["location"],
self.hint["finding_player"],
data)
self.dropdown.bind(on_release=self.dropdown.dismiss)
for status in (HintStatus.HINT_NO_PRIORITY, HintStatus.HINT_PRIORITY, HintStatus.HINT_AVOID):
name = status_names[status]
status_button = Button(text=name, size_hint_y=None, height=dp(50))
status_button.status = status
status_button.bind(on_release=set_value)
self.dropdown.add_widget(status_button)
self.dropdown.bind(on_select=select)
def set_height(self, instance, value):
self.height = max([child.texture_size[1] for child in self.children])
@@ -565,6 +406,7 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
self.entrance_text = data["entrance"]["text"]
self.status_text = data["status"]["text"]
self.hint = data["status"]["hint"]
self.height = self.minimum_height
return super(HintLabel, self).refresh_view_attrs(rv, index, data)
def on_touch_down(self, touch):
@@ -577,10 +419,10 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
if status_label.collide_point(*touch.pos):
if self.hint["status"] == HintStatus.HINT_FOUND:
return
ctx = MDApp.get_running_app().ctx
ctx = App.get_running_app().ctx
if ctx.slot_concerns_self(self.hint["receiving_player"]): # If this player owns this hint
# open a dropdown
self.dropdown.open()
self.dropdown.open(self.ids["status"])
elif self.selected:
self.parent.clear_selection()
else:
@@ -589,7 +431,8 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
if self.entrance_text != "Vanilla"
else "", ". (", self.status_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:
@@ -612,7 +455,7 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
else:
parent.sort_key = key
parent.reversed = False
MDApp.get_running_app().update_hints()
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 +463,7 @@ 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 +473,7 @@ 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 +521,7 @@ class CommandPromptTextInput(MDTextField):
class MessageBox(Popup):
class MessageBoxLabel(MDLabel):
class MessageBoxLabel(Label):
def __init__(self, **kwargs):
super().__init__(**kwargs)
self._label.refresh()
@@ -696,31 +539,14 @@ 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 +581,18 @@ 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:
@@ -782,31 +600,26 @@ 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())
@@ -814,20 +627,21 @@ class GameManager(ThemedApp):
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 +662,24 @@ 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 +742,8 @@ 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):
@@ -967,9 +779,8 @@ 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)
@@ -996,22 +807,16 @@ class UILog(MDRecycleView):
element.height = element.texture_size[1]
class HintLayout(MDBoxLayout):
class HintLayout(BoxLayout):
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 = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
boxlayout.add_widget(Label(text="New Hint:", size_hint_x=None, size_hint_y=None, height=dp(30)))
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",
@@ -1035,7 +840,8 @@ status_sort_weights: dict[HintStatus, int] = {
HintStatus.HINT_PRIORITY: 4,
}
class HintLog(MDRecycleView):
class HintLog(RecycleView):
header = {
"receiving": {"text": "[u]Receiving Player[/u]"},
"item": {"text": "[u]Item[/u]"},
@@ -1046,7 +852,7 @@ class HintLog(MDRecycleView):
"hint": {"receiving_player": -1, "location": -1, "finding_player": -1, "status": ""}},
"striped": True,
}
data: list[typing.Any]
sort_key: str = ""
reversed: bool = True
@@ -1059,7 +865,7 @@ class HintLog(MDRecycleView):
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
ctx = App.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
@@ -1123,8 +929,7 @@ class ImageLoaderPkgutil(ImageLoaderBase):
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]:
def _bytes_to_data(self, 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))

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>=2024.12.14
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

@@ -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:
@@ -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"],
"include_files": [], # broken in cx 6.14.0, we use more special sauce now
"include_msvcr": False,
"replace_paths": ["*."],

View File

@@ -65,10 +65,8 @@ class TestEntranceLookup(unittest.TestCase):
"""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)
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True)
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:
@@ -88,10 +86,8 @@ class TestEntranceLookup(unittest.TestCase):
"""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)
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True)
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:
@@ -103,30 +99,6 @@ class TestEntranceLookup(unittest.TestCase):
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):
@@ -176,7 +148,7 @@ class TestDisconnectForRandomization(unittest.TestCase):
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e, one_way_target_name="foo")
disconnect_entrance_for_randomization(e)
self.assertIsNone(e.connected_region)
self.assertEqual([], r1.entrances)
@@ -186,22 +158,10 @@ class TestDisconnectForRandomization(unittest.TestCase):
self.assertEqual(1, len(r2.entrances))
self.assertIsNone(r2.entrances[0].parent_region)
self.assertEqual("foo", r2.entrances[0].name)
self.assertEqual("r2", 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)
@@ -211,7 +171,7 @@ class TestDisconnectForRandomization(unittest.TestCase):
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e, 2, "foo")
disconnect_entrance_for_randomization(e, 2)
self.assertIsNone(e.connected_region)
self.assertEqual([], r1.entrances)
@@ -221,7 +181,7 @@ class TestDisconnectForRandomization(unittest.TestCase):
self.assertEqual(1, len(r2.entrances))
self.assertIsNone(r2.entrances[0].parent_region)
self.assertEqual("foo", r2.entrances[0].name)
self.assertEqual("r2", r2.entrances[0].name)
self.assertEqual(EntranceType.ONE_WAY, r2.entrances[0].randomization_type)
self.assertEqual(2, r2.entrances[0].randomization_group)
@@ -258,7 +218,7 @@ class TestRandomizeEntrances(unittest.TestCase):
self.assertEqual(80, len(result.pairings))
self.assertEqual(80, len(result.placements))
def test_coupled(self):
def test_coupling(self):
"""tests that in coupled mode, all 2 way transitions have an inverse"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
@@ -276,36 +236,6 @@ class TestRandomizeEntrances(unittest.TestCase):
# 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()

View File

@@ -1,14 +0,0 @@
import unittest
import os
class TestPackages(unittest.TestCase):
def test_packages_have_init(self):
"""Test that all world folders containing .py files also have a __init__.py file,
to indicate full package rather than namespace package."""
import Utils
worlds_path = Utils.local_path("worlds")
for dirpath, dirnames, filenames in os.walk(worlds_path):
with self.subTest(directory=dirpath):
self.assertEqual("__init__.py" in filenames, any(file.endswith(".py") for file in filenames))

View File

@@ -1,11 +0,0 @@
import unittest
from worlds.AutoWorld import AutoWorldRegister
from worlds.Files import AutoPatchRegister
class TestPatches(unittest.TestCase):
def test_patch_name_matches_game(self) -> None:
for game_name in AutoPatchRegister.patch_types:
with self.subTest(game=game_name):
self.assertIn(game_name, AutoWorldRegister.world_types.keys(),
f"Patch '{game_name}' does not match the name of any world.")

View File

@@ -1,19 +0,0 @@
import unittest
import os
class TestBase(unittest.TestCase):
def test_requirements_file_ends_on_newline(self):
"""Test that all requirements files end on a newline"""
import Utils
requirements_files = [Utils.local_path("requirements.txt"),
Utils.local_path("WebHostLib", "requirements.txt")]
worlds_path = Utils.local_path("worlds")
for entry in os.listdir(worlds_path):
requirements_path = os.path.join(worlds_path, entry, "requirements.txt")
if os.path.isfile(requirements_path):
requirements_files.append(requirements_path)
for requirements_file in requirements_files:
with self.subTest(path=requirements_file):
with open(requirements_file) as f:
self.assertEqual(f.read()[-1], "\n")

View File

@@ -1,5 +1,5 @@
import unittest
from typing import ClassVar, List, Tuple
from typing import List, Tuple
from unittest import TestCase
from BaseClasses import CollectionState, Location, MultiWorld
@@ -7,7 +7,6 @@ from Fill import distribute_items_restrictive
from Options import Accessibility
from worlds.AutoWorld import AutoWorldRegister, call_all, call_single
from ..general import gen_steps, setup_multiworld
from ..param import classvar_matrix
class MultiworldTestBase(TestCase):
@@ -64,18 +63,15 @@ class TestAllGamesMultiworld(MultiworldTestBase):
self.assertTrue(self.fulfills_accessibility(), "Collected all locations, but can't beat the game")
@classvar_matrix(game=AutoWorldRegister.world_types.keys())
class TestTwoPlayerMulti(MultiworldTestBase):
game: ClassVar[str]
def test_two_player_single_game_fills(self) -> None:
"""Tests that a multiworld of two players for each registered game world can generate."""
world_type = AutoWorldRegister.world_types[self.game]
self.multiworld = setup_multiworld([world_type, world_type], ())
for world in self.multiworld.worlds.values():
world.options.accessibility.value = Accessibility.option_full
self.assertSteps(gen_steps)
with self.subTest("filling multiworld", games=world_type.game, seed=self.multiworld.seed):
distribute_items_restrictive(self.multiworld)
call_all(self.multiworld, "post_fill")
self.assertTrue(self.fulfills_accessibility(), "Collected all locations, but can't beat the game")
for world_type in AutoWorldRegister.world_types.values():
self.multiworld = setup_multiworld([world_type, world_type], ())
for world in self.multiworld.worlds.values():
world.options.accessibility.value = Accessibility.option_full
self.assertSteps(gen_steps)
with self.subTest("filling multiworld", games=world_type.game, seed=self.multiworld.seed):
distribute_items_restrictive(self.multiworld)
call_all(self.multiworld, "post_fill")
self.assertTrue(self.fulfills_accessibility(), "Collected all locations, but can't beat the game")

View File

@@ -1,46 +0,0 @@
import itertools
import sys
from typing import Any, Callable, Iterable
def classvar_matrix(**kwargs: Iterable[Any]) -> Callable[[type], None]:
"""
Create a new class for each variation of input, allowing to generate a TestCase matrix / parametrization that
supports multi-threading and has better reporting for ``unittest --durations=...`` and ``pytest --durations=...``
than subtests.
The kwargs will be set as ClassVars in the newly created classes. Use as ::
@classvar_matrix(var_name=[value1, value2])
class MyTestCase(unittest.TestCase):
var_name: typing.ClassVar[...]
:param kwargs: A dict of ClassVars to set, where key is the variable name and value is a list of all values.
:return: A decorator to be applied to a class.
"""
keys: tuple[str]
values: Iterable[Iterable[Any]]
keys, values = zip(*kwargs.items())
values = map(lambda v: sorted(v) if isinstance(v, (set, frozenset)) else v, values)
permutations_dicts = [dict(zip(keys, v)) for v in itertools.product(*values)]
def decorator(cls: type) -> None:
mod = sys.modules[cls.__module__]
for permutation in permutations_dicts:
class Unrolled(cls): # type: ignore
pass
for k, v in permutation.items():
setattr(Unrolled, k, v)
params = ", ".join([f"{k}={repr(v)}" for k, v in permutation.items()])
params = f"{{{params}}}"
Unrolled.__module__ = cls.__module__
Unrolled.__qualname__ = f"{cls.__qualname__}{params}"
setattr(mod, f"{cls.__name__}{params}", Unrolled)
return None
return decorator

View File

@@ -9,8 +9,7 @@ from worlds.LauncherComponents import Component, SuffixIdentifier, Type, compone
if TYPE_CHECKING:
from SNIClient import SNIContext
component = Component('SNI Client', 'SNIClient', component_type=Type.CLIENT, file_identifier=SuffixIdentifier(".apsoe"),
description="A client for connecting to SNES consoles via Super Nintendo Interface.")
component = Component('SNI Client', 'SNIClient', component_type=Type.CLIENT, file_identifier=SuffixIdentifier(".apsoe"))
components.append(component)

View File

@@ -110,16 +110,6 @@ class AutoLogicRegister(type):
elif not item_name.startswith("__"):
if hasattr(CollectionState, item_name):
raise Exception(f"Name conflict on Logic Mixin {name} trying to overwrite {item_name}")
assert callable(function) or "init_mixin" in dct, (
f"{name} defined class variable {item_name} without also having init_mixin.\n\n"
"Explanation:\n"
"Class variables that will be mutated need to be inintialized as instance variables in init_mixin.\n"
"If your LogicMixin variables aren't actually mutable / you don't intend to mutate them, "
"there is no point in using LogixMixin.\n"
"LogicMixin exists to track custom state variables that change when items are collected/removed."
)
setattr(CollectionState, item_name, function)
return new_class

View File

@@ -27,8 +27,6 @@ class Component:
"""
display_name: str
"""Used as the GUI button label and the component name in the CLI args"""
description: str
"""Optional description displayed on the GUI underneath the display name"""
type: Type
"""
Enum "Type" classification of component intent, for filtering in the Launcher GUI
@@ -60,9 +58,8 @@ class Component:
def __init__(self, display_name: str, script_name: Optional[str] = None, frozen_name: Optional[str] = None,
cli: bool = False, icon: str = 'icon', component_type: Optional[Type] = None,
func: Optional[Callable] = None, file_identifier: Optional[Callable[[str], bool]] = None,
game_name: Optional[str] = None, supports_uri: Optional[bool] = False, description: str = "") -> None:
game_name: Optional[str] = None, supports_uri: Optional[bool] = False):
self.display_name = display_name
self.description = description
self.script_name = script_name
self.frozen_name = frozen_name or f'Archipelago{script_name}' if script_name else None
self.icon = icon
@@ -91,6 +88,7 @@ processes = weakref.WeakSet()
def launch_subprocess(func: Callable, name: str | None = None, args: Tuple[str, ...] = ()) -> None:
global processes
import multiprocessing
process = multiprocessing.Process(target=func, name=name, args=args)
process.start()

View File

@@ -276,6 +276,6 @@ def launch(*launch_args: str) -> None:
Utils.init_logging("BizHawkClient", exception_logger="Client")
import colorama
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

@@ -3,4 +3,4 @@ mpyq>=0.2.5
portpicker>=1.5.2
aiohttp>=3.8.4
loguru>=0.7.0
protobuf==3.20.3
protobuf==3.20.3

View File

@@ -238,12 +238,14 @@ class AdventureWorld(World):
def create_regions(self) -> None:
create_regions(self.options, self.multiworld, self.player, self.dragon_rooms)
set_rules = set_rules
def generate_basic(self) -> None:
self.multiworld.get_location("Chalice Home", self.player).place_locked_item(
self.create_event("Victory", ItemClassification.progression))
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
set_rules = set_rules
def pre_fill(self):
# Place empty items in filler locations here, to limit
# the number of exported empty items and the density of stuff in overworld.

View File

@@ -261,6 +261,6 @@ def launch():
# options = Utils.get_options()
import colorama
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

@@ -206,7 +206,7 @@ ahit_locations = {
"Subcon Village - Graveyard Ice Cube": LocData(2000325077, "Subcon Forest Area"),
"Subcon Village - House Top": LocData(2000325471, "Subcon Forest Area"),
"Subcon Village - Ice Cube House": LocData(2000325469, "Subcon Forest Area"),
"Subcon Village - Snatcher Statue Chest": LocData(2000323730, "Subcon Forest Behind Boss Firewall"),
"Subcon Village - Snatcher Statue Chest": LocData(2000323730, "Subcon Forest Area", paintings=1),
"Subcon Village - Stump Platform Chest": LocData(2000323729, "Subcon Forest Area"),
"Subcon Forest - Giant Tree Climb": LocData(2000325470, "Subcon Forest Area"),
@@ -233,7 +233,7 @@ ahit_locations = {
"Subcon Forest - Long Tree Climb Chest": LocData(2000323734, "Subcon Forest Area",
required_hats=[HatType.DWELLER], paintings=2),
"Subcon Forest - Boss Arena Chest": LocData(2000323735, "Subcon Forest Boss Arena"),
"Subcon Forest - Boss Arena Chest": LocData(2000323735, "Subcon Forest Area"),
"Subcon Forest - Manor Rooftop": LocData(2000325466, "Subcon Forest Area",
hit_type=HitType.dweller_bell, paintings=1),
@@ -411,7 +411,7 @@ act_completions = {
"Act Completion (Mail Delivery Service)": LocData(2000312032, "Mail Delivery Service",
required_hats=[HatType.SPRINT]),
"Act Completion (Your Contract has Expired)": LocData(2000311390, "Your Contract has Expired - Post Fight",
"Act Completion (Your Contract has Expired)": LocData(2000311390, "Your Contract has Expired",
hit_type=HitType.umbrella),
"Act Completion (Time Rift - Pipe)": LocData(2000313069, "Time Rift - Pipe", hookshot=True),
@@ -976,6 +976,7 @@ event_locs = {
**snatcher_coins,
"HUMT Access": LocData(0, "Heating Up Mafia Town"),
"TOD Access": LocData(0, "Toilet of Doom"),
"YCHE Access": LocData(0, "Your Contract has Expired"),
"AFR Access": LocData(0, "Alpine Free Roam"),
"TIHS Access": LocData(0, "The Illness has Spread"),

View File

@@ -2,7 +2,7 @@ from typing import List, TYPE_CHECKING, Dict, Any
from schema import Schema, Optional
from dataclasses import dataclass
from worlds.AutoWorld import PerGameCommonOptions
from Options import Range, Toggle, DeathLink, Choice, OptionDict, DefaultOnToggle, OptionGroup, StartInventoryPool
from Options import Range, Toggle, DeathLink, Choice, OptionDict, DefaultOnToggle, OptionGroup
if TYPE_CHECKING:
from . import HatInTimeWorld
@@ -625,8 +625,6 @@ class ParadeTrapWeight(Range):
@dataclass
class AHITOptions(PerGameCommonOptions):
start_inventory_from_pool: StartInventoryPool
EndGoal: EndGoal
ActRandomizer: ActRandomizer
ActPlando: ActPlando

View File

@@ -347,7 +347,7 @@ def create_regions(world: "HatInTimeWorld"):
sf_act3 = create_region_and_connect(world, "Toilet of Doom", "Subcon Forest - Act 3", subcon_forest)
sf_act4 = create_region_and_connect(world, "Queen Vanessa's Manor", "Subcon Forest - Act 4", subcon_forest)
sf_act5 = create_region_and_connect(world, "Mail Delivery Service", "Subcon Forest - Act 5", subcon_forest)
sf_finale = create_region_and_connect(world, "Your Contract has Expired", "Subcon Forest - Finale", subcon_forest)
create_region_and_connect(world, "Your Contract has Expired", "Subcon Forest - Finale", subcon_forest)
# ------------------------------------------- ALPINE SKYLINE ------------------------------------------ #
alpine_skyline = create_region_and_connect(world, "Alpine Skyline", "Telescope -> Alpine Skyline", spaceship)
@@ -386,24 +386,11 @@ def create_regions(world: "HatInTimeWorld"):
create_rift_connections(world, create_region(world, "Time Rift - Bazaar"))
sf_area: Region = create_region(world, "Subcon Forest Area")
sf_behind_boss_firewall: Region = create_region(world, "Subcon Forest Behind Boss Firewall")
sf_boss_arena: Region = create_region(world, "Subcon Forest Boss Arena")
sf_area.connect(sf_behind_boss_firewall, "SF Area -> SF Behind Boss Firewall")
sf_behind_boss_firewall.connect(sf_boss_arena, "SF Behind Boss Firewall -> SF Boss Arena")
sf_act1.connect(sf_area, "Subcon Forest Entrance CO")
sf_act2.connect(sf_area, "Subcon Forest Entrance SW")
sf_act3.connect(sf_area, "Subcon Forest Entrance TOD")
sf_act4.connect(sf_area, "Subcon Forest Entrance QVM")
sf_act5.connect(sf_area, "Subcon Forest Entrance MDS")
# YCHE puts the player directly in the boss arena, with no access to the rest of Subcon Forest by default.
sf_finale.connect(sf_boss_arena, "Subcon Forest Entrance YCHE")
# To support the Snatcher Hover expert logic for Act Completion (Your Contract has Expired), the act completion has
# to go in a separate region because the Snatcher Hover gives direct access to the Act Completion, but does not
# give access to the act itself.
sf_finale_post_fight: Region = create_region(world, "Your Contract has Expired - Post Fight")
# This connection must never have any rules placed on it because they will not be inherited when setting up act
# connections, only the rules for the entrances to the act and the rules for the Act Completion are inherited.
sf_finale.connect(sf_finale_post_fight, "YCHE -> YCHE - Post Fight")
create_rift_connections(world, create_region(world, "Time Rift - Sleepy Subcon"))
create_rift_connections(world, create_region(world, "Time Rift - Pipe"))
@@ -960,16 +947,6 @@ def get_shuffled_region(world: "HatInTimeWorld", region: str) -> str:
return name
def get_region_shuffled_to(world: "HatInTimeWorld", region: str) -> str:
if world.options.ActRandomizer:
original_ci: str = chapter_act_info[region]
shuffled_ci = world.act_connections[original_ci]
return next(act_name for act_name, ci in chapter_act_info.items()
if ci == shuffled_ci)
else:
return region
def get_region_location_count(world: "HatInTimeWorld", region_name: str, included_only: bool = True) -> int:
count = 0
region = world.multiworld.get_region(region_name, world.player)

View File

@@ -481,8 +481,9 @@ def set_hard_rules(world: "HatInTimeWorld"):
set_rule(world.multiworld.get_location("Subcon Forest - Dweller Platforming Tree B", world.player),
lambda state: has_paintings(state, world, 3))
# Cherry bridge over boss arena gap
set_rule(world.get_entrance("SF Behind Boss Firewall -> SF Boss Arena"), lambda state: True)
# Cherry bridge over boss arena gap (painting still expected)
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
lambda state: has_paintings(state, world, 1, False) or state.has("YCHE Access", world.player))
set_rule(world.multiworld.get_location("Subcon Forest - Noose Treehouse", world.player),
lambda state: has_paintings(state, world, 2, True))
@@ -565,61 +566,27 @@ def set_expert_rules(world: "HatInTimeWorld"):
lambda state: True)
# Expert: Cherry Hovering
# Skipping the boss firewall is possible with a Cherry Hover.
set_rule(world.get_entrance("SF Area -> SF Behind Boss Firewall"),
lambda state: has_paintings(state, world, 1, True))
# The boss arena gap can be crossed in reverse with a Cherry Hover.
subcon_boss_arena = world.get_region("Subcon Forest Boss Arena")
subcon_behind_boss_firewall = world.get_region("Subcon Forest Behind Boss Firewall")
subcon_boss_arena.connect(subcon_behind_boss_firewall, "SF Boss Arena -> SF Behind Boss Firewall")
subcon_area = world.multiworld.get_region("Subcon Forest Area", world.player)
yche = world.multiworld.get_region("Your Contract has Expired", world.player)
entrance = yche.connect(subcon_area, "Subcon Forest Entrance YCHE")
subcon_area = world.get_region("Subcon Forest Area")
# The boss firewall can be skipped in reverse with a Cherry Hover, but it is not possible to remove the boss
# firewall from reverse because the paintings to burn to remove the firewall are on the other side of the firewall.
# Therefore, a painting skip is required. The paintings could be burned by already having access to
# "Subcon Forest Area" through another entrance, but making a new connection to "Subcon Forest Area" in that case
# would be pointless.
if not world.options.NoPaintingSkips:
# The import cannot be done at the module-level because it would cause a circular import.
from .Regions import get_region_shuffled_to
subcon_behind_boss_firewall.connect(subcon_area, "SF Behind Boss Firewall -> SF Area")
# Because the Your Contract has Expired entrance can now reach "Subcon Forest Area", it needs to be connected to
# each of the Subcon Forest Time Rift entrances, like the other Subcon Forest Acts.
yche = world.get_region("Your Contract has Expired")
def connect_to_shuffled_act_at(original_act_name):
region_name = get_region_shuffled_to(world, original_act_name)
return yche.connect(world.get_region(region_name), f"{original_act_name} Portal - Entrance YCHE")
# Rules copied from `Rules.set_rift_rules()` with painting logic removed because painting skips must be
# available.
entrance = connect_to_shuffled_act_at("Time Rift - Pipe")
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 2"))
reg_act_connection(world, world.get_entrance("Subcon Forest - Act 2").connected_region, entrance)
entrance = connect_to_shuffled_act_at("Time Rift - Village")
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 4"))
reg_act_connection(world, world.get_entrance("Subcon Forest - Act 4").connected_region, entrance)
entrance = connect_to_shuffled_act_at("Time Rift - Sleepy Subcon")
add_rule(entrance, lambda state: has_relic_combo(state, world, "UFO"))
if world.options.NoPaintingSkips:
add_rule(entrance, lambda state: has_paintings(state, world, 1))
set_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player),
lambda state: can_use_hookshot(state, world) and can_hit(state, world)
and has_paintings(state, world, 1, True))
# Set painting rules only. Skipping paintings is determined in has_paintings
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
lambda state: has_paintings(state, world, 1, True))
set_rule(world.multiworld.get_location("Subcon Forest - Magnet Badge Bush", world.player),
lambda state: has_paintings(state, world, 3, True))
# You can cherry hover to Snatcher's post-fight cutscene, which completes the level without having to fight him
yche_post_fight = world.get_region("Your Contract has Expired - Post Fight")
subcon_area.connect(yche_post_fight, "Snatcher Hover")
# Cherry Hover from YCHE also works, so there are no requirements for the Act Completion.
set_rule(world.get_location("Act Completion (Your Contract has Expired)"), lambda state: True)
subcon_area.connect(yche, "Snatcher Hover")
set_rule(world.multiworld.get_location("Act Completion (Your Contract has Expired)", world.player),
lambda state: True)
if world.is_dlc2():
# Expert: clear Rush Hour with nothing
@@ -714,18 +681,12 @@ def set_subcon_rules(world: "HatInTimeWorld"):
lambda state: can_use_hat(state, world, HatType.BREWING) or state.has("Umbrella", world.player)
or can_use_hat(state, world, HatType.DWELLER))
# You can't skip over the boss arena wall without cherry hover.
set_rule(world.get_entrance("SF Area -> SF Behind Boss Firewall"),
lambda state: has_paintings(state, world, 1, False))
# You can't skip over the boss arena wall without cherry hover, so these two need to be set this way
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
lambda state: state.has("TOD Access", world.player) and can_use_hookshot(state, world)
and has_paintings(state, world, 1, False) or state.has("YCHE Access", world.player))
# The hookpoints to cross the boss arena gap are only present in Toilet of Doom.
set_rule(world.get_entrance("SF Behind Boss Firewall -> SF Boss Arena"),
lambda state: state.has("TOD Access", world.player)
and can_use_hookshot(state, world))
# The Act Completion is in the Toilet of Doom region, so the same rules as passing the boss firewall and crossing
# the boss arena gap are required. "TOD Access" is implied from the region so does not need to be included in the
# rule.
# The painting wall can't be skipped without cherry hover, which is Expert
set_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player),
lambda state: can_use_hookshot(state, world) and can_hit(state, world)
and has_paintings(state, world, 1, False))

View File

@@ -1,6 +1,6 @@
from BaseClasses import Item, ItemClassification, Tutorial, Location, MultiWorld
from .Items import item_table, create_item, relic_groups, act_contracts, create_itempool, get_shop_trap_name, \
calculate_yarn_costs, alps_hooks, junk_weights
calculate_yarn_costs, alps_hooks
from .Regions import create_regions, randomize_act_entrances, chapter_act_info, create_events, get_shuffled_region
from .Locations import location_table, contract_locations, is_location_valid, get_location_names, TASKSANITY_START_ID, \
get_total_locations
@@ -78,9 +78,6 @@ class HatInTimeWorld(World):
self.nyakuza_thug_items: Dict[str, int] = {}
self.badge_seller_count: int = 0
def get_filler_item_name(self) -> str:
return self.random.choices(list(junk_weights.keys()), weights=junk_weights.values(), k=1)[0]
def generate_early(self):
adjust_options(self)

View File

@@ -515,15 +515,10 @@ def _populate_sprite_table():
logging.debug(f"Spritefile {file} could not be loaded as a valid sprite.")
with concurrent.futures.ThreadPoolExecutor() as pool:
sprite_paths = [user_path('data', 'sprites', 'alttpr'), user_path('data', 'sprites', 'custom')]
for dir in [dir for dir in sprite_paths if os.path.isdir(dir)]:
for dir in [user_path('data', 'sprites', 'alttpr'), user_path('data', 'sprites', 'custom')]:
for file in os.listdir(dir):
pool.submit(load_sprite_from_file, os.path.join(dir, file))
if "link" not in _sprite_table:
logging.info("Link sprite was not loaded. Loading link from base rom")
load_sprite_from_file(get_base_rom_path())
class Sprite():
sprite_size = 28672
@@ -559,11 +554,6 @@ class Sprite():
self.sprite = filedata[0x80000:0x87000]
self.palette = filedata[0xDD308:0xDD380]
self.glove_palette = filedata[0xDEDF5:0xDEDF9]
h = hashlib.md5()
h.update(filedata)
if h.hexdigest() == LTTPJPN10HASH:
self.name = "Link"
self.author_name = "Nintendo"
elif filedata.startswith(b'ZSPR'):
self.from_zspr(filedata, filename)
else:

View File

@@ -1120,28 +1120,28 @@ def toss_junk_item(world, player):
raise Exception("Unable to find a junk item to toss to make room for a TR small key")
def set_trock_key_rules(multiworld, player):
def set_trock_key_rules(world, player):
# First set all relevant locked doors to impassible.
for entrance in ['Turtle Rock Dark Room Staircase', 'Turtle Rock (Chain Chomp Room) (North)', 'Turtle Rock (Chain Chomp Room) (South)', 'Turtle Rock Entrance to Pokey Room', 'Turtle Rock (Pokey Room) (South)', 'Turtle Rock (Pokey Room) (North)', 'Turtle Rock Big Key Door']:
set_rule(multiworld.get_entrance(entrance, player), lambda state: False)
set_rule(world.get_entrance(entrance, player), lambda state: False)
all_state = multiworld.get_all_state(use_cache=False, allow_partial_entrances=True)
all_state = world.get_all_state(use_cache=False, allow_partial_entrances=True)
all_state.reachable_regions[player] = set() # wipe reachable regions so that the locked doors actually work
all_state.stale[player] = True
# Check if each of the four main regions of the dungoen can be reached. The previous code section prevents key-costing moves within the dungeon.
can_reach_back = all_state.can_reach(multiworld.get_region('Turtle Rock (Eye Bridge)', player))
can_reach_front = all_state.can_reach(multiworld.get_region('Turtle Rock (Entrance)', player))
can_reach_big_chest = all_state.can_reach(multiworld.get_region('Turtle Rock (Big Chest)', player))
can_reach_middle = all_state.can_reach(multiworld.get_region('Turtle Rock (Second Section)', player))
can_reach_back = all_state.can_reach(world.get_region('Turtle Rock (Eye Bridge)', player))
can_reach_front = all_state.can_reach(world.get_region('Turtle Rock (Entrance)', player))
can_reach_big_chest = all_state.can_reach(world.get_region('Turtle Rock (Big Chest)', player))
can_reach_middle = all_state.can_reach(world.get_region('Turtle Rock (Second Section)', player))
# If you can't enter from the back, the door to the front of TR requires only 2 small keys if the big key is in one of these chests since 2 key doors are locked behind the big key door.
# If you can only enter from the middle, this includes all locations that can only be reached by exiting the front. This can include Laser Bridge and Crystaroller if the front and back connect via Dark DM Ledge!
front_locked_locations = {('Turtle Rock - Compass Chest', player), ('Turtle Rock - Roller Room - Left', player), ('Turtle Rock - Roller Room - Right', player)}
if can_reach_middle and not can_reach_back and not can_reach_front:
normal_regions = all_state.reachable_regions[player].copy()
set_rule(multiworld.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: True)
set_rule(multiworld.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: True)
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: True)
set_rule(world.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: True)
all_state.update_reachable_regions(player)
front_locked_regions = all_state.reachable_regions[player].difference(normal_regions)
front_locked_locations = set((location.name, player) for region in front_locked_regions for location in region.locations)
@@ -1151,38 +1151,37 @@ def set_trock_key_rules(multiworld, player):
# Big key door requires the big key, obviously. We removed this rule in the previous section to flag front_locked_locations correctly,
# otherwise crystaroller room might not be properly marked as reachable through the back.
set_rule(multiworld.get_entrance('Turtle Rock Big Key Door', player), lambda state: state.has('Big Key (Turtle Rock)', player) and can_kill_most_things(state, player, 10) and can_bomb_or_bonk(state, player))
set_rule(world.get_entrance('Turtle Rock Big Key Door', player), lambda state: state.has('Big Key (Turtle Rock)', player))
# No matter what, the key requirement for going from the middle to the bottom should be five keys.
set_rule(multiworld.get_entrance('Turtle Rock Dark Room Staircase', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
set_rule(world.get_entrance('Turtle Rock Dark Room Staircase', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
# Now we need to set rules based on which entrances we have access to. The most important point is whether we have back access. If we have back access, we
# might open all the locked doors in any order, so we need maximally restrictive rules.
if can_reach_back:
set_rule(multiworld.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state._lttp_has_key('Small Key (Turtle Rock)', player, 6) or location_item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
set_rule(multiworld.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
set_rule(multiworld.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state._lttp_has_key('Small Key (Turtle Rock)', player, 6) or location_item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
set_rule(world.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(multiworld.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(multiworld.get_entrance('Turtle Rock (Pokey Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(multiworld.get_entrance('Turtle Rock Entrance to Pokey Room', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(world.get_entrance('Turtle Rock (Pokey Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(world.get_entrance('Turtle Rock Entrance to Pokey Room', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
else:
# Middle to front requires 3 keys if the back is locked by this door, otherwise 5
set_rule(multiworld.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 3)
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 3)
if item_name_in_location_names(state, 'Big Key (Turtle Rock)', player, front_locked_locations.union({('Turtle Rock - Pokey 1 Key Drop', player)}))
else state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
# Middle to front requires 4 keys if the back is locked by this door, otherwise 6
set_rule(multiworld.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 4)
set_rule(world.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 4)
if item_name_in_location_names(state, 'Big Key (Turtle Rock)', player, front_locked_locations)
else state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
# Front to middle requires 3 keys (if the middle is accessible then these doors can be avoided, otherwise no keys can be wasted)
set_rule(multiworld.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 3))
set_rule(multiworld.get_entrance('Turtle Rock (Pokey Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 2))
set_rule(multiworld.get_entrance('Turtle Rock Entrance to Pokey Room', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 1))
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 3))
set_rule(world.get_entrance('Turtle Rock (Pokey Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 2))
set_rule(world.get_entrance('Turtle Rock Entrance to Pokey Room', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 1))
set_rule(multiworld.get_location('Turtle Rock - Big Key Chest', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, tr_big_key_chest_keys_needed(state)))
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, tr_big_key_chest_keys_needed(state)))
def tr_big_key_chest_keys_needed(state):
# This function handles the key requirements for the TR Big Chest in the situations it having the Big Key should logically require 2 keys, small key
@@ -1195,30 +1194,30 @@ def set_trock_key_rules(multiworld, player):
return 6
# If TR is only accessible from the middle, the big key must be further restricted to prevent softlock potential
if not can_reach_front and not multiworld.small_key_shuffle[player]:
if not can_reach_front and not world.small_key_shuffle[player]:
# Must not go in the Big Key Chest - only 1 other chest available and 2+ keys required for all other chests
forbid_item(multiworld.get_location('Turtle Rock - Big Key Chest', player), 'Big Key (Turtle Rock)', player)
forbid_item(world.get_location('Turtle Rock - Big Key Chest', player), 'Big Key (Turtle Rock)', player)
if not can_reach_big_chest:
# Must not go in the Chain Chomps chest - only 2 other chests available and 3+ keys required for all other chests
forbid_item(multiworld.get_location('Turtle Rock - Chain Chomps', player), 'Big Key (Turtle Rock)', player)
forbid_item(multiworld.get_location('Turtle Rock - Pokey 2 Key Drop', player), 'Big Key (Turtle Rock)', player)
if multiworld.accessibility[player] == 'full':
if multiworld.big_key_shuffle[player] and can_reach_big_chest:
forbid_item(world.get_location('Turtle Rock - Chain Chomps', player), 'Big Key (Turtle Rock)', player)
forbid_item(world.get_location('Turtle Rock - Pokey 2 Key Drop', player), 'Big Key (Turtle Rock)', player)
if world.accessibility[player] == 'full':
if world.big_key_shuffle[player] and can_reach_big_chest:
# Must not go in the dungeon - all 3 available chests (Chomps, Big Chest, Crystaroller) must be keys to access laser bridge, and the big key is required first
for location in ['Turtle Rock - Chain Chomps', 'Turtle Rock - Compass Chest',
'Turtle Rock - Pokey 1 Key Drop', 'Turtle Rock - Pokey 2 Key Drop',
'Turtle Rock - Roller Room - Left', 'Turtle Rock - Roller Room - Right']:
forbid_item(multiworld.get_location(location, player), 'Big Key (Turtle Rock)', player)
forbid_item(world.get_location(location, player), 'Big Key (Turtle Rock)', player)
else:
# A key is required in the Big Key Chest to prevent a possible softlock. Place an extra key to ensure 100% locations still works
item = item_factory('Small Key (Turtle Rock)', multiworld.worlds[player])
location = multiworld.get_location('Turtle Rock - Big Key Chest', player)
item = item_factory('Small Key (Turtle Rock)', world.worlds[player])
location = world.get_location('Turtle Rock - Big Key Chest', player)
location.place_locked_item(item)
toss_junk_item(multiworld, player)
toss_junk_item(world, player)
if multiworld.accessibility[player] != 'full':
set_always_allow(multiworld.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player
and state.can_reach(state.multiworld.get_region('Turtle Rock (Second Section)', player)))
if world.accessibility[player] != 'full':
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player
and state.can_reach(state.multiworld.get_region('Turtle Rock (Second Section)', player)))
def set_big_bomb_rules(world, player):

View File

@@ -121,7 +121,6 @@ class ALTTPWeb(WebWorld):
)
tutorials = [setup_en, setup_de, setup_es, setup_fr, msu, msu_es, msu_fr, plando, oof_sound]
game_info_languages = ["en", "fr"]
class ALTTPWorld(World):

View File

@@ -1,2 +1,2 @@
maseya-z3pr>=1.0.0rc1
xxtea>=3.0.0
xxtea>=3.0.0

View File

@@ -79,12 +79,12 @@ class TestInvertedTurtleRock(TestInverted):
["Turtle Rock - Crystaroller Room", False, [], ['Big Key (Turtle Rock)', 'Lamp']],
["Turtle Rock - Crystaroller Room", False, [], ['Magic Mirror', 'Cane of Somaria']],
["Turtle Rock - Crystaroller Room", False, ['Small Key (Turtle Rock)', 'Small Key (Turtle Rock)'], ['Magic Mirror', 'Small Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Magic Mirror', 'Progressive Glove', 'Progressive Glove']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Magic Mirror', 'Progressive Glove', 'Moon Pearl', 'Hookshot']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Moon Pearl', 'Flute', 'Magic Mirror', 'Hookshot']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Flute', 'Progressive Glove', 'Progressive Glove', 'Magic Mirror']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Lamp', 'Magic Mirror', 'Progressive Glove', 'Progressive Glove']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Lamp', 'Magic Mirror', 'Progressive Glove', 'Moon Pearl', 'Hookshot']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Moon Pearl', 'Flute', 'Magic Mirror', 'Hookshot']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Flute', 'Progressive Glove', 'Progressive Glove', 'Magic Mirror']],
["Turtle Rock - Crystaroller Room", True, ['Lamp', 'Magic Mirror', 'Progressive Glove', 'Progressive Glove', 'Cane of Somaria']],
["Turtle Rock - Crystaroller Room", True, ['Lamp', 'Magic Mirror', 'Progressive Glove', 'Moon Pearl', 'Hookshot', 'Cane of Somaria']],
["Turtle Rock - Crystaroller Room", True, ['Lamp', 'Moon Pearl', 'Flute', 'Magic Mirror', 'Hookshot', 'Cane of Somaria']],
@@ -97,9 +97,9 @@ class TestInvertedTurtleRock(TestInverted):
["Turtle Rock - Boss", False, [], ['Big Key (Turtle Rock)']],
["Turtle Rock - Boss", False, [], ['Magic Mirror', 'Lamp']],
["Turtle Rock - Boss", False, ['Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)'], ['Small Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Flute', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Bottle', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Bottle', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Magic Upgrade (1/2)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)','Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Flute', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Bottle', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Bottle', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Magic Upgrade (1/2)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)','Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Magic Mirror', 'Progressive Glove', 'Progressive Glove', 'Hammer', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Flute', 'Magic Mirror', 'Moon Pearl', 'Hookshot', 'Hammer', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Big Key (Turtle Rock)']]
@@ -117,12 +117,12 @@ class TestInvertedTurtleRock(TestInverted):
[location, False, [], ['Magic Mirror', 'Cane of Somaria']],
[location, False, [], ['Magic Mirror', 'Lamp']],
[location, False, ['Small Key (Turtle Rock)', 'Small Key (Turtle Rock)'], ['Magic Mirror', 'Small Key (Turtle Rock)']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Cane of Byrna']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Cane of Byrna']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Cape']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Cape']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Progressive Shield', 'Progressive Shield', 'Progressive Shield']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Progressive Shield', 'Progressive Shield', 'Progressive Shield']],
[location, True, ['Big Key (Turtle Rock)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Cane of Byrna']],
[location, True, ['Big Key (Turtle Rock)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Cane of Byrna']],
[location, True, ['Big Key (Turtle Rock)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Cape']],
[location, True, ['Big Key (Turtle Rock)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Cape']],
[location, True, ['Big Key (Turtle Rock)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Progressive Shield', 'Progressive Shield', 'Progressive Shield']],
[location, True, ['Big Key (Turtle Rock)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Progressive Shield', 'Progressive Shield', 'Progressive Shield']],
# Mirroring into Eye Bridge does not require Cane of Somaria
[location, True, ['Lamp', 'Magic Mirror', 'Progressive Glove', 'Progressive Glove', 'Cane of Byrna']],

View File

@@ -80,12 +80,12 @@ class TestInvertedTurtleRock(TestInvertedMinor):
["Turtle Rock - Crystaroller Room", False, [], ['Big Key (Turtle Rock)', 'Lamp']],
["Turtle Rock - Crystaroller Room", False, [], ['Magic Mirror', 'Cane of Somaria']],
["Turtle Rock - Crystaroller Room", False, ['Small Key (Turtle Rock)', 'Small Key (Turtle Rock)'], ['Magic Mirror', 'Small Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Magic Mirror', 'Progressive Glove', 'Progressive Glove']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Magic Mirror', 'Progressive Glove', 'Moon Pearl', 'Hookshot']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Moon Pearl', 'Flute', 'Magic Mirror', 'Hookshot']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Flute', 'Progressive Glove', 'Progressive Glove', 'Magic Mirror']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Lamp', 'Magic Mirror', 'Progressive Glove', 'Progressive Glove']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Lamp', 'Magic Mirror', 'Progressive Glove', 'Moon Pearl', 'Hookshot']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Moon Pearl', 'Flute', 'Magic Mirror', 'Hookshot']],
["Turtle Rock - Crystaroller Room", True, ['Big Key (Turtle Rock)', 'Flute', 'Progressive Glove', 'Progressive Glove', 'Magic Mirror']],
["Turtle Rock - Crystaroller Room", True, ['Lamp', 'Magic Mirror', 'Progressive Glove', 'Progressive Glove', 'Cane of Somaria']],
["Turtle Rock - Crystaroller Room", True, ['Lamp', 'Magic Mirror', 'Progressive Glove', 'Moon Pearl', 'Hookshot', 'Cane of Somaria']],
["Turtle Rock - Crystaroller Room", True, ['Lamp', 'Moon Pearl', 'Flute', 'Magic Mirror', 'Hookshot', 'Cane of Somaria']],
@@ -98,9 +98,9 @@ class TestInvertedTurtleRock(TestInvertedMinor):
["Turtle Rock - Boss", False, [], ['Big Key (Turtle Rock)']],
["Turtle Rock - Boss", False, [], ['Magic Mirror', 'Lamp']],
["Turtle Rock - Boss", False, ['Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)'], ['Small Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Flute', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Bottle', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Bottle', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Magic Upgrade (1/2)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)','Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Flute', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Bottle', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Bottle', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Progressive Sword', 'Cane of Somaria', 'Magic Upgrade (1/2)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)','Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Lamp', 'Magic Mirror', 'Progressive Glove', 'Progressive Glove', 'Hammer', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Big Key (Turtle Rock)']],
["Turtle Rock - Boss", True, ['Ice Rod', 'Fire Rod', 'Flute', 'Magic Mirror', 'Moon Pearl', 'Hookshot', 'Hammer', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Big Key (Turtle Rock)']]
])
@@ -116,12 +116,12 @@ class TestInvertedTurtleRock(TestInvertedMinor):
[location, False, [], ['Magic Mirror', 'Cane of Somaria']],
[location, False, [], ['Magic Mirror', 'Lamp']],
[location, False, ['Small Key (Turtle Rock)', 'Small Key (Turtle Rock)'], ['Magic Mirror', 'Small Key (Turtle Rock)']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Cane of Byrna']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Cane of Byrna']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Cape']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Cape']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Progressive Shield', 'Progressive Shield', 'Progressive Shield']],
[location, True, ['Big Key (Turtle Rock)', 'Bomb Upgrade (50)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Progressive Shield', 'Progressive Shield', 'Progressive Shield']],
[location, True, ['Big Key (Turtle Rock)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Cane of Byrna']],
[location, True, ['Big Key (Turtle Rock)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Cane of Byrna']],
[location, True, ['Big Key (Turtle Rock)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Cape']],
[location, True, ['Big Key (Turtle Rock)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Cape']],
[location, True, ['Big Key (Turtle Rock)', 'Flute', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Lamp', 'Progressive Shield', 'Progressive Shield', 'Progressive Shield']],
[location, True, ['Big Key (Turtle Rock)', 'Lamp', 'Progressive Glove', 'Quake', 'Progressive Sword', 'Cane of Somaria', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Small Key (Turtle Rock)', 'Progressive Shield', 'Progressive Shield', 'Progressive Shield']],
# Mirroring into Eye Bridge does not require Cane of Somaria
[location, True, ['Lamp', 'Magic Mirror', 'Progressive Glove', 'Progressive Glove', 'Cane of Byrna']],

View File

@@ -102,7 +102,7 @@ class TestDungeons(TestInvertedOWG):
["Turtle Rock - Chain Chomps", True, ['Progressive Sword', 'Progressive Sword', 'Pegasus Boots']],
["Turtle Rock - Crystaroller Room", False, []],
["Turtle Rock - Crystaroller Room", True, ['Pegasus Boots', 'Magic Mirror', 'Moon Pearl', 'Big Key (Turtle Rock)', 'Bomb Upgrade (50)']],
["Turtle Rock - Crystaroller Room", True, ['Pegasus Boots', 'Magic Mirror', 'Moon Pearl', 'Big Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Pegasus Boots', 'Magic Mirror', 'Moon Pearl', 'Lamp', 'Cane of Somaria']],
["Ganons Tower - Hope Room - Left", False, []],

View File

@@ -120,8 +120,8 @@ class TestDungeons(TestVanillaOWG):
#todo: does clip require sword?
#["Turtle Rock - Crystaroller Room", True, ['Moon Pearl', 'Pegasus Boots', 'Big Key (Turtle Rock)']],
["Turtle Rock - Crystaroller Room", True, ['Moon Pearl', 'Pegasus Boots', 'Big Key (Turtle Rock)', 'Progressive Sword']],
["Turtle Rock - Crystaroller Room", True, ['Moon Pearl', 'Pegasus Boots', 'Big Key (Turtle Rock)', 'Hookshot', 'Bomb Upgrade (50)']],
["Turtle Rock - Crystaroller Room", True, ['Pegasus Boots', 'Magic Mirror', 'Big Key (Turtle Rock)', 'Bomb Upgrade (50)']],
["Turtle Rock - Crystaroller Room", True, ['Moon Pearl', 'Pegasus Boots', 'Big Key (Turtle Rock)', 'Hookshot']],
["Turtle Rock - Crystaroller Room", True, ['Pegasus Boots', 'Magic Mirror', 'Big Key (Turtle Rock)']],
["Ganons Tower - Hope Room - Left", False, []],
["Ganons Tower - Hope Room - Left", False, ['Moon Pearl', 'Crystal 1']],

View File

@@ -41,7 +41,6 @@ class AquariaWeb(WebWorld):
)
tutorials = [setup, setup_fr]
game_info_languages = ["en", "fr"]
class AquariaWorld(World):

View File

@@ -1,31 +1,6 @@
# Celeste 64 - Changelog
## v1.3
### Features:
- New optional Location Checks
- Checkpointsanity
- Hair Color
- Allows for setting of Maddy's hair color in each of No Dash, One Dash, Two Dash, and Feather states
- Other Player Ghosts
- A game config option allows you to see ghosts of other Celeste 64 players in the multiworld
### Quality of Life:
- Checkpoint Warping
- Received Checkpoint items allow for warping to their respective checkpoint
- These items are on their respective checkpoint location if Checkpointsanity is disabled
- Logic accounts for being able to warp to otherwise inaccessible areas
- Checkpoints are a possible option for a starting item on Standard Logic + Move Shuffle + Checkpointsanity
- New Options toggle to enable/disable background input
### Bug Fixes:
- Traffic Blocks now correctly appear disabled within Cassettes
## v1.2
### Features:

View File

@@ -39,22 +39,6 @@ move_item_data_table: Dict[str, Celeste64ItemData] = {
ItemName.climb: Celeste64ItemData(celeste_64_base_id + 0xD, ItemClassification.progression),
}
checkpoint_item_data_table: Dict[str, Celeste64ItemData] = {
ItemName.checkpoint_1: Celeste64ItemData(celeste_64_base_id + 0x20, ItemClassification.progression),
ItemName.checkpoint_2: Celeste64ItemData(celeste_64_base_id + 0x21, ItemClassification.progression),
ItemName.checkpoint_3: Celeste64ItemData(celeste_64_base_id + 0x22, ItemClassification.progression),
ItemName.checkpoint_4: Celeste64ItemData(celeste_64_base_id + 0x23, ItemClassification.progression),
ItemName.checkpoint_5: Celeste64ItemData(celeste_64_base_id + 0x24, ItemClassification.progression),
ItemName.checkpoint_6: Celeste64ItemData(celeste_64_base_id + 0x25, ItemClassification.progression),
ItemName.checkpoint_7: Celeste64ItemData(celeste_64_base_id + 0x26, ItemClassification.progression),
ItemName.checkpoint_8: Celeste64ItemData(celeste_64_base_id + 0x27, ItemClassification.progression),
ItemName.checkpoint_9: Celeste64ItemData(celeste_64_base_id + 0x28, ItemClassification.progression),
ItemName.checkpoint_10: Celeste64ItemData(celeste_64_base_id + 0x29, ItemClassification.progression),
}
item_data_table: Dict[str, Celeste64ItemData] = {**collectable_item_data_table,
**unlockable_item_data_table,
**move_item_data_table,
**checkpoint_item_data_table}
item_data_table: Dict[str, Celeste64ItemData] = {**collectable_item_data_table, **unlockable_item_data_table, **move_item_data_table}
item_table = {name: data.code for name, data in item_data_table.items() if data.code is not None}

View File

@@ -1,7 +1,7 @@
from typing import Dict, NamedTuple, Optional
from BaseClasses import Location
from .Names import LocationName, RegionName
from .Names import LocationName
celeste_64_base_id: int = 0xCA0000
@@ -17,80 +17,66 @@ class Celeste64LocationData(NamedTuple):
strawberry_location_data_table: Dict[str, Celeste64LocationData] = {
LocationName.strawberry_1: Celeste64LocationData(RegionName.intro_islands, celeste_64_base_id + 0x00),
LocationName.strawberry_2: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x01),
LocationName.strawberry_3: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x02),
LocationName.strawberry_4: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x03),
LocationName.strawberry_5: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x04),
LocationName.strawberry_6: Celeste64LocationData(RegionName.highway_island, celeste_64_base_id + 0x05),
LocationName.strawberry_7: Celeste64LocationData(RegionName.highway_island, celeste_64_base_id + 0x06),
LocationName.strawberry_8: Celeste64LocationData(RegionName.nw_girders_island, celeste_64_base_id + 0x07),
LocationName.strawberry_9: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x08),
LocationName.strawberry_10: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x09),
LocationName.strawberry_11: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x0A),
LocationName.strawberry_12: Celeste64LocationData(RegionName.badeline_tower_lower, celeste_64_base_id + 0x0B),
LocationName.strawberry_13: Celeste64LocationData(RegionName.highway_island, celeste_64_base_id + 0x0C),
LocationName.strawberry_14: Celeste64LocationData(RegionName.ne_feathers_island, celeste_64_base_id + 0x0D),
LocationName.strawberry_15: Celeste64LocationData(RegionName.ne_feathers_island, celeste_64_base_id + 0x0E),
LocationName.strawberry_16: Celeste64LocationData(RegionName.ne_feathers_island, celeste_64_base_id + 0x0F),
LocationName.strawberry_17: Celeste64LocationData(RegionName.se_house_island, celeste_64_base_id + 0x10),
LocationName.strawberry_18: Celeste64LocationData(RegionName.se_house_island, celeste_64_base_id + 0x11),
LocationName.strawberry_19: Celeste64LocationData(RegionName.se_house_island, celeste_64_base_id + 0x12),
LocationName.strawberry_20: Celeste64LocationData(RegionName.badeline_tower_lower, celeste_64_base_id + 0x13),
LocationName.strawberry_21: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x14),
LocationName.strawberry_22: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x15),
LocationName.strawberry_23: Celeste64LocationData(RegionName.highway_island, celeste_64_base_id + 0x16),
LocationName.strawberry_24: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x17),
LocationName.strawberry_25: Celeste64LocationData(RegionName.se_house_island, celeste_64_base_id + 0x18),
LocationName.strawberry_26: Celeste64LocationData(RegionName.highway_island, celeste_64_base_id + 0x19),
LocationName.strawberry_27: Celeste64LocationData(RegionName.ne_feathers_island, celeste_64_base_id + 0x1A),
LocationName.strawberry_28: Celeste64LocationData(RegionName.ne_feathers_island, celeste_64_base_id + 0x1B),
LocationName.strawberry_29: Celeste64LocationData(RegionName.badeline_tower_upper, celeste_64_base_id + 0x1C),
LocationName.strawberry_30: Celeste64LocationData(RegionName.badeline_island, celeste_64_base_id + 0x1D),
LocationName.strawberry_1: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x00),
LocationName.strawberry_2: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x01),
LocationName.strawberry_3: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x02),
LocationName.strawberry_4: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x03),
LocationName.strawberry_5: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x04),
LocationName.strawberry_6: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x05),
LocationName.strawberry_7: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x06),
LocationName.strawberry_8: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x07),
LocationName.strawberry_9: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x08),
LocationName.strawberry_10: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x09),
LocationName.strawberry_11: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x0A),
LocationName.strawberry_12: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x0B),
LocationName.strawberry_13: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x0C),
LocationName.strawberry_14: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x0D),
LocationName.strawberry_15: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x0E),
LocationName.strawberry_16: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x0F),
LocationName.strawberry_17: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x10),
LocationName.strawberry_18: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x11),
LocationName.strawberry_19: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x12),
LocationName.strawberry_20: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x13),
LocationName.strawberry_21: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x14),
LocationName.strawberry_22: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x15),
LocationName.strawberry_23: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x16),
LocationName.strawberry_24: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x17),
LocationName.strawberry_25: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x18),
LocationName.strawberry_26: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x19),
LocationName.strawberry_27: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x1A),
LocationName.strawberry_28: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x1B),
LocationName.strawberry_29: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x1C),
LocationName.strawberry_30: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x1D),
}
friend_location_data_table: Dict[str, Celeste64LocationData] = {
LocationName.granny_1: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x100 + 0x00),
LocationName.granny_2: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x100 + 0x01),
LocationName.granny_3: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x100 + 0x02),
LocationName.theo_1: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x100 + 0x03),
LocationName.theo_2: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x100 + 0x04),
LocationName.theo_3: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x100 + 0x05),
LocationName.badeline_1: Celeste64LocationData(RegionName.badeline_island, celeste_64_base_id + 0x100 + 0x06),
LocationName.badeline_2: Celeste64LocationData(RegionName.badeline_island, celeste_64_base_id + 0x100 + 0x07),
LocationName.badeline_3: Celeste64LocationData(RegionName.badeline_island, celeste_64_base_id + 0x100 + 0x08),
LocationName.granny_1: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x100 + 0x00),
LocationName.granny_2: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x100 + 0x01),
LocationName.granny_3: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x100 + 0x02),
LocationName.theo_1: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x100 + 0x03),
LocationName.theo_2: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x100 + 0x04),
LocationName.theo_3: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x100 + 0x05),
LocationName.badeline_1: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x100 + 0x06),
LocationName.badeline_2: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x100 + 0x07),
LocationName.badeline_3: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x100 + 0x08),
}
sign_location_data_table: Dict[str, Celeste64LocationData] = {
LocationName.sign_1: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x200 + 0x00),
LocationName.sign_2: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x200 + 0x01),
LocationName.sign_3: Celeste64LocationData(RegionName.highway_island, celeste_64_base_id + 0x200 + 0x02),
LocationName.sign_4: Celeste64LocationData(RegionName.se_house_island, celeste_64_base_id + 0x200 + 0x03),
LocationName.sign_5: Celeste64LocationData(RegionName.badeline_island, celeste_64_base_id + 0x200 + 0x04),
LocationName.sign_1: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x200 + 0x00),
LocationName.sign_2: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x200 + 0x01),
LocationName.sign_3: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x200 + 0x02),
LocationName.sign_4: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x200 + 0x03),
LocationName.sign_5: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x200 + 0x04),
}
car_location_data_table: Dict[str, Celeste64LocationData] = {
LocationName.car_1: Celeste64LocationData(RegionName.intro_islands, celeste_64_base_id + 0x300 + 0x00),
LocationName.car_2: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x300 + 0x01),
}
checkpoint_location_data_table: Dict[str, Celeste64LocationData] = {
LocationName.checkpoint_1: Celeste64LocationData(RegionName.intro_islands, celeste_64_base_id + 0x400 + 0x00),
LocationName.checkpoint_2: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x400 + 0x01),
LocationName.checkpoint_3: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x400 + 0x02),
LocationName.checkpoint_4: Celeste64LocationData(RegionName.granny_island, celeste_64_base_id + 0x400 + 0x03),
LocationName.checkpoint_5: Celeste64LocationData(RegionName.highway_island, celeste_64_base_id + 0x400 + 0x04),
LocationName.checkpoint_6: Celeste64LocationData(RegionName.highway_island, celeste_64_base_id + 0x400 + 0x05),
LocationName.checkpoint_7: Celeste64LocationData(RegionName.ne_feathers_island, celeste_64_base_id + 0x400 + 0x06),
LocationName.checkpoint_8: Celeste64LocationData(RegionName.se_house_island, celeste_64_base_id + 0x400 + 0x07),
LocationName.checkpoint_9: Celeste64LocationData(RegionName.badeline_tower_upper, celeste_64_base_id + 0x400 + 0x08),
LocationName.checkpoint_10: Celeste64LocationData(RegionName.badeline_island, celeste_64_base_id + 0x400 + 0x09),
LocationName.car_1: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x300 + 0x00),
LocationName.car_2: Celeste64LocationData("Forsaken City", celeste_64_base_id + 0x300 + 0x01),
}
location_data_table: Dict[str, Celeste64LocationData] = {**strawberry_location_data_table,
**friend_location_data_table,
**sign_location_data_table,
**car_location_data_table,
**checkpoint_location_data_table}
**car_location_data_table}
location_table = {name: data.address for name, data in location_data_table.items() if data.address is not None}

View File

@@ -15,18 +15,3 @@ ground_dash = "Ground Dash"
air_dash = "Air Dash"
skid_jump = "Skid Jump"
climb = "Climb"
# Checkpoint Items
checkpoint_1 = "Intro Checkpoint"
checkpoint_2 = "Granny Checkpoint"
checkpoint_3 = "South-East Tower Checkpoint"
checkpoint_4 = "Climb Sign Checkpoint"
checkpoint_5 = "Freeway Checkpoint"
checkpoint_6 = "Freeway Feather Checkpoint"
checkpoint_7 = "Feather Maze Checkpoint"
checkpoint_8 = "Double Dash House Checkpoint"
checkpoint_9 = "Badeline Tower Checkpoint"
checkpoint_10 = "Badeline Island Checkpoint"
# Item used for logic definitions that are not possible with the given options
cannot_access = "CANNOT ACCESS"

View File

@@ -10,7 +10,7 @@ strawberry_8 = "Traffic Block Strawberry"
strawberry_9 = "South-West Dash Refills Strawberry"
strawberry_10 = "South-East Tower Side Strawberry"
strawberry_11 = "Girders Strawberry"
strawberry_12 = "Badeline Tower Bottom Strawberry"
strawberry_12 = "North-East Tower Bottom Strawberry"
strawberry_13 = "Breakable Blocks Strawberry"
strawberry_14 = "Feather Maze Strawberry"
strawberry_15 = "Feather Chain Strawberry"
@@ -18,7 +18,7 @@ strawberry_16 = "Feather Hidden Strawberry"
strawberry_17 = "Double Dash Puzzle Strawberry"
strawberry_18 = "Double Dash Spike Climb Strawberry"
strawberry_19 = "Double Dash Spring Strawberry"
strawberry_20 = "Badeline Tower Breakable Bottom Strawberry"
strawberry_20 = "North-East Tower Breakable Bottom Strawberry"
strawberry_21 = "Theo Tower Lower Cassette Strawberry"
strawberry_22 = "Theo Tower Upper Cassette Strawberry"
strawberry_23 = "South End of Bridge Cassette Strawberry"
@@ -27,8 +27,8 @@ strawberry_25 = "Cassette Hidden in the House Strawberry"
strawberry_26 = "North End of Bridge Cassette Strawberry"
strawberry_27 = "Distant Feather Cassette Strawberry"
strawberry_28 = "Feather Arches Cassette Strawberry"
strawberry_29 = "Badeline Tower Cassette Strawberry"
strawberry_30 = "Badeline Island Cassette Strawberry"
strawberry_29 = "North-East Tower Cassette Strawberry"
strawberry_30 = "Badeline Cassette Strawberry"
# Friend Locations
granny_1 = "Granny Conversation 1"
@@ -51,15 +51,3 @@ sign_5 = "Credits Sign"
# Car Locations
car_1 = "Intro Car"
car_2 = "Secret Car"
# Checkpoint Locations
checkpoint_1 = "Intro Checkpoint"
checkpoint_2 = "Granny Checkpoint"
checkpoint_3 = "South-East Tower Checkpoint"
checkpoint_4 = "Climb Sign Checkpoint"
checkpoint_5 = "Freeway Checkpoint"
checkpoint_6 = "Freeway Feather Checkpoint"
checkpoint_7 = "Feather Maze Checkpoint"
checkpoint_8 = "Double Dash House Checkpoint"
checkpoint_9 = "Badeline Tower Checkpoint"
checkpoint_10 = "Badeline Island Checkpoint"

View File

@@ -1,13 +0,0 @@
# Level Base Regions
forsaken_city = "Forsaken City"
# Forsaken City Regions
intro_islands = "Intro Islands"
granny_island = "Granny Island"
highway_island = "Freeway Island"
nw_girders_island = "North-West Girders Island"
ne_feathers_island = "North-East Feathers Island"
se_house_island = "South-East House Island"
badeline_tower_lower = "Badeline Tower Lower"
badeline_tower_upper = "Badeline Tower Upper"
badeline_island = "Badeline Island"

View File

@@ -1,8 +1,6 @@
from dataclasses import dataclass
import random
from Options import Choice, TextChoice, Range, Toggle, DeathLink, OptionGroup, PerGameCommonOptions, OptionError
from worlds.AutoWorld import World
from Options import Choice, Range, Toggle, DeathLink, OptionGroup, PerGameCommonOptions
class DeathLinkAmnesty(Range):
@@ -20,7 +18,7 @@ class TotalStrawberries(Range):
"""
display_name = "Total Strawberries"
range_start = 0
range_end = 55
range_end = 46
default = 20
class StrawberriesRequiredPercentage(Range):
@@ -75,93 +73,6 @@ class Carsanity(Toggle):
"""
display_name = "Carsanity"
class Checkpointsanity(Toggle):
"""
Whether activating Checkpoints grants location checks
Activating this will also shuffle items into the pool which allow usage and warping to each Checkpoint
"""
display_name = "Checkpointsanity"
class ColorChoice(TextChoice):
option_strawberry = 0xDB2C00
option_empty = 0x6EC0FF
option_double = 0xFA91FF
option_golden = 0xF2D450
option_baddy = 0x9B3FB5
option_fire_red = 0xFF0000
option_maroon = 0x800000
option_salmon = 0xFF3A65
option_orange = 0xD86E0A
option_lime_green = 0x8DF920
option_bright_green = 0x0DAF05
option_forest_green = 0x132818
option_royal_blue = 0x0036BF
option_brown = 0xB78726
option_black = 0x000000
option_white = 0xFFFFFF
option_grey = 0x808080
option_any_color = -1
@classmethod
def from_text(cls, text: str) -> Choice:
text = text.lower()
if text == "random":
choice_list = list(cls.name_lookup)
choice_list.remove(cls.option_any_color)
return cls(random.choice(choice_list))
return super().from_text(text)
class MadelineOneDashHairColor(ColorChoice):
"""
What color Madeline's hair is when she has one dash
The `any_color` option will choose a fully random color
A custom color entry may be supplied as a 6-character RGB hex color code
e.g. F542C8
"""
display_name = "Madeline One Dash Hair Color"
default = ColorChoice.option_strawberry
class MadelineTwoDashHairColor(ColorChoice):
"""
What color Madeline's hair is when she has two dashes
The `any_color` option will choose a fully random color
A custom color entry may be supplied as a 6-character RGB hex color code
e.g. F542C8
"""
display_name = "Madeline Two Dash Hair Color"
default = ColorChoice.option_double
class MadelineNoDashHairColor(ColorChoice):
"""
What color Madeline's hair is when she has no dashes
The `any_color` option will choose a fully random color
A custom color entry may be supplied as a 6-character RGB hex color code
e.g. F542C8
"""
display_name = "Madeline No Dash Hair Color"
default = ColorChoice.option_empty
class MadelineFeatherHairColor(ColorChoice):
"""
What color Madeline's hair is when she has a feather
The `any_color` option will choose a fully random color
A custom color entry may be supplied as a 6-character RGB hex color code
e.g. F542C8
"""
display_name = "Madeline Feather Hair Color"
default = ColorChoice.option_golden
class BadelineChaserSource(Choice):
"""
@@ -208,13 +119,6 @@ celeste_64_option_groups = [
Friendsanity,
Signsanity,
Carsanity,
Checkpointsanity,
]),
OptionGroup("Aesthetic Options", [
MadelineOneDashHairColor,
MadelineTwoDashHairColor,
MadelineNoDashHairColor,
MadelineFeatherHairColor,
]),
OptionGroup("Badeline Chasers", [
BadelineChaserSource,
@@ -238,68 +142,7 @@ class Celeste64Options(PerGameCommonOptions):
friendsanity: Friendsanity
signsanity: Signsanity
carsanity: Carsanity
checkpointsanity: Checkpointsanity
madeline_one_dash_hair_color: MadelineOneDashHairColor
madeline_two_dash_hair_color: MadelineTwoDashHairColor
madeline_no_dash_hair_color: MadelineNoDashHairColor
madeline_feather_hair_color: MadelineFeatherHairColor
badeline_chaser_source: BadelineChaserSource
badeline_chaser_frequency: BadelineChaserFrequency
badeline_chaser_speed: BadelineChaserSpeed
def resolve_options(world: World):
# One Dash Hair
if isinstance(world.options.madeline_one_dash_hair_color.value, str):
try:
world.madeline_one_dash_hair_color = int(world.options.madeline_one_dash_hair_color.value.strip("#")[:6], 16)
except ValueError:
raise OptionError(f"Invalid input for option `madeline_one_dash_hair_color`:"
f"{world.options.madeline_one_dash_hair_color.value} for "
f"{world.player_name}")
elif world.options.madeline_one_dash_hair_color.value == ColorChoice.option_any_color:
world.madeline_one_dash_hair_color = world.random.randint(0, 0xFFFFFF)
else:
world.madeline_one_dash_hair_color = world.options.madeline_one_dash_hair_color.value
# Two Dash Hair
if isinstance(world.options.madeline_two_dash_hair_color.value, str):
try:
world.madeline_two_dash_hair_color = int(world.options.madeline_two_dash_hair_color.value.strip("#")[:6], 16)
except ValueError:
raise OptionError(f"Invalid input for option `madeline_two_dash_hair_color`:"
f"{world.options.madeline_two_dash_hair_color.value} for "
f"{world.player_name}")
elif world.options.madeline_two_dash_hair_color.value == ColorChoice.option_any_color:
world.madeline_two_dash_hair_color = world.random.randint(0, 0xFFFFFF)
else:
world.madeline_two_dash_hair_color = world.options.madeline_two_dash_hair_color.value
# No Dash Hair
if isinstance(world.options.madeline_no_dash_hair_color.value, str):
try:
world.madeline_no_dash_hair_color = int(world.options.madeline_no_dash_hair_color.value.strip("#")[:6], 16)
except ValueError:
raise OptionError(f"Invalid input for option `madeline_no_dash_hair_color`:"
f"{world.options.madeline_no_dash_hair_color.value} for "
f"{world.player_name}")
elif world.options.madeline_no_dash_hair_color.value == ColorChoice.option_any_color:
world.madeline_no_dash_hair_color = world.random.randint(0, 0xFFFFFF)
else:
world.madeline_no_dash_hair_color = world.options.madeline_no_dash_hair_color.value
# Feather Hair
if isinstance(world.options.madeline_feather_hair_color.value, str):
try:
world.madeline_feather_hair_color = int(world.options.madeline_feather_hair_color.value.strip("#")[:6], 16)
except ValueError:
raise OptionError(f"Invalid input for option `madeline_feather_hair_color`:"
f"{world.options.madeline_feather_hair_color.value} for "
f"{world.player_name}")
elif world.options.madeline_feather_hair_color.value == ColorChoice.option_any_color:
world.madeline_feather_hair_color = world.random.randint(0, 0xFFFFFF)
else:
world.madeline_feather_hair_color = world.options.madeline_feather_hair_color.value

View File

@@ -1,23 +1,11 @@
from typing import Dict, List, NamedTuple
from .Names import RegionName
class Celeste64RegionData(NamedTuple):
connecting_regions: List[str] = []
region_data_table: Dict[str, Celeste64RegionData] = {
"Menu": Celeste64RegionData([RegionName.forsaken_city]),
RegionName.forsaken_city: Celeste64RegionData([RegionName.intro_islands, RegionName.granny_island, RegionName.highway_island, RegionName.ne_feathers_island, RegionName.se_house_island, RegionName.badeline_tower_upper, RegionName.badeline_island]),
RegionName.intro_islands: Celeste64RegionData([RegionName.granny_island]),
RegionName.granny_island: Celeste64RegionData([RegionName.highway_island, RegionName.nw_girders_island, RegionName.badeline_tower_lower, RegionName.se_house_island]),
RegionName.highway_island: Celeste64RegionData([RegionName.granny_island, RegionName.ne_feathers_island, RegionName.nw_girders_island]),
RegionName.nw_girders_island: Celeste64RegionData([RegionName.highway_island]),
RegionName.ne_feathers_island: Celeste64RegionData([RegionName.se_house_island, RegionName.highway_island, RegionName.badeline_tower_lower, RegionName.badeline_tower_upper]),
RegionName.se_house_island: Celeste64RegionData([RegionName.ne_feathers_island, RegionName.granny_island, RegionName.badeline_tower_lower]),
RegionName.badeline_tower_lower: Celeste64RegionData([RegionName.se_house_island, RegionName.ne_feathers_island, RegionName.granny_island, RegionName.badeline_tower_upper]),
RegionName.badeline_tower_upper: Celeste64RegionData([RegionName.badeline_island, RegionName.badeline_tower_lower, RegionName.se_house_island, RegionName.ne_feathers_island, RegionName.granny_island]),
RegionName.badeline_island: Celeste64RegionData([RegionName.badeline_tower_upper, RegionName.granny_island, RegionName.highway_island]),
"Menu": Celeste64RegionData(["Forsaken City"]),
"Forsaken City": Celeste64RegionData(),
}

View File

@@ -1,85 +1,265 @@
from typing import Dict, List, Tuple, Callable
from typing import Dict, List
from BaseClasses import CollectionState, Region
from BaseClasses import CollectionState
from worlds.generic.Rules import set_rule
from . import Celeste64World
from .Names import ItemName, LocationName, RegionName
from .Names import ItemName, LocationName
def set_rules(world: Celeste64World):
if world.options.logic_difficulty == "standard":
world.active_logic_mapping = location_standard_moves_logic
world.active_region_logic_mapping = region_standard_moves_logic
if world.options.move_shuffle:
world.active_logic_mapping = location_standard_moves_logic
else:
world.active_logic_mapping = location_standard_logic
else:
world.active_logic_mapping = location_hard_moves_logic
world.active_region_logic_mapping = region_hard_moves_logic
if world.options.move_shuffle:
world.active_logic_mapping = location_hard_moves_logic
else:
world.active_logic_mapping = location_hard_logic
for location in world.multiworld.get_locations(world.player):
set_rule(location, lambda state, location=location: location_rule(state, world, location.name))
if world.options.logic_difficulty == "standard":
if world.options.move_shuffle:
world.goal_logic_mapping = goal_standard_moves_logic
else:
world.goal_logic_mapping = goal_standard_logic
else:
if world.options.move_shuffle:
world.goal_logic_mapping = goal_hard_moves_logic
else:
world.goal_logic_mapping = goal_hard_logic
# Completion condition.
world.multiworld.completion_condition[world.player] = lambda state: goal_rule(state, world)
goal_standard_logic: List[List[str]] = [[ItemName.feather, ItemName.traffic_block, ItemName.breakables, ItemName.double_dash_refill]]
goal_hard_logic: List[List[str]] = [[]]
goal_standard_moves_logic: List[List[str]] = [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash, ItemName.climb]]
goal_hard_moves_logic: List[List[str]] = [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash, ItemName.climb],
[ItemName.traffic_block, ItemName.air_dash, ItemName.skid_jump],
[ItemName.ground_dash, ItemName.air_dash, ItemName.skid_jump],
[ItemName.feather, ItemName.traffic_block, ItemName.air_dash],
[ItemName.traffic_block, ItemName.ground_dash, ItemName.air_dash]]
location_standard_logic: Dict[str, List[List[str]]] = {
LocationName.strawberry_4: [[ItemName.traffic_block, ItemName.breakables]],
LocationName.strawberry_6: [[ItemName.dash_refill],
[ItemName.traffic_block]],
LocationName.strawberry_7: [[ItemName.dash_refill],
[ItemName.traffic_block]],
LocationName.strawberry_8: [[ItemName.traffic_block]],
LocationName.strawberry_9: [[ItemName.dash_refill]],
LocationName.strawberry_11: [[ItemName.dash_refill],
[ItemName.traffic_block]],
LocationName.strawberry_12: [[ItemName.dash_refill, ItemName.double_dash_refill],
[ItemName.traffic_block, ItemName.double_dash_refill]],
LocationName.strawberry_13: [[ItemName.dash_refill, ItemName.breakables],
[ItemName.traffic_block, ItemName.breakables]],
LocationName.strawberry_14: [[ItemName.dash_refill, ItemName.feather],
[ItemName.traffic_block, ItemName.feather]],
LocationName.strawberry_15: [[ItemName.dash_refill, ItemName.feather],
[ItemName.traffic_block, ItemName.feather]],
LocationName.strawberry_16: [[ItemName.dash_refill, ItemName.feather],
[ItemName.traffic_block, ItemName.feather]],
LocationName.strawberry_17: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block]],
LocationName.strawberry_18: [[ItemName.dash_refill, ItemName.double_dash_refill],
[ItemName.traffic_block, ItemName.feather, ItemName.double_dash_refill]],
LocationName.strawberry_19: [[ItemName.dash_refill, ItemName.double_dash_refill, ItemName.spring],
[ItemName.traffic_block, ItemName.double_dash_refill, ItemName.feather, ItemName.spring]],
LocationName.strawberry_20: [[ItemName.dash_refill, ItemName.feather, ItemName.breakables],
[ItemName.traffic_block, ItemName.feather, ItemName.breakables]],
LocationName.strawberry_21: [[ItemName.cassette, ItemName.traffic_block, ItemName.breakables]],
LocationName.strawberry_22: [[ItemName.cassette, ItemName.dash_refill, ItemName.breakables]],
LocationName.strawberry_23: [[ItemName.cassette, ItemName.dash_refill, ItemName.coin],
[ItemName.cassette, ItemName.traffic_block, ItemName.coin]],
LocationName.strawberry_24: [[ItemName.cassette, ItemName.dash_refill, ItemName.traffic_block]],
LocationName.strawberry_25: [[ItemName.cassette, ItemName.dash_refill, ItemName.double_dash_refill],
[ItemName.cassette, ItemName.traffic_block, ItemName.feather, ItemName.double_dash_refill]],
LocationName.strawberry_26: [[ItemName.cassette, ItemName.dash_refill],
[ItemName.cassette, ItemName.traffic_block]],
LocationName.strawberry_27: [[ItemName.cassette, ItemName.dash_refill, ItemName.feather, ItemName.coin],
[ItemName.cassette, ItemName.traffic_block, ItemName.feather, ItemName.coin]],
LocationName.strawberry_28: [[ItemName.cassette, ItemName.dash_refill, ItemName.feather, ItemName.coin],
[ItemName.cassette, ItemName.traffic_block, ItemName.feather, ItemName.coin]],
LocationName.strawberry_29: [[ItemName.cassette, ItemName.dash_refill, ItemName.feather, ItemName.coin]],
LocationName.strawberry_30: [[ItemName.cassette, ItemName.dash_refill, ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.spring, ItemName.breakables]],
LocationName.theo_1: [[ItemName.traffic_block, ItemName.breakables]],
LocationName.theo_2: [[ItemName.traffic_block, ItemName.breakables]],
LocationName.theo_3: [[ItemName.traffic_block, ItemName.breakables]],
LocationName.badeline_1: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables]],
LocationName.badeline_2: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables]],
LocationName.badeline_3: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables]],
LocationName.sign_2: [[ItemName.breakables]],
LocationName.sign_3: [[ItemName.dash_refill],
[ItemName.traffic_block]],
LocationName.sign_4: [[ItemName.dash_refill, ItemName.double_dash_refill],
[ItemName.dash_refill, ItemName.feather],
[ItemName.traffic_block, ItemName.feather]],
LocationName.sign_5: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables]],
LocationName.car_2: [[ItemName.breakables]],
}
location_hard_logic: Dict[str, List[List[str]]] = {
LocationName.strawberry_13: [[ItemName.breakables]],
LocationName.strawberry_17: [[ItemName.double_dash_refill, ItemName.traffic_block]],
LocationName.strawberry_20: [[ItemName.breakables]],
LocationName.strawberry_21: [[ItemName.cassette, ItemName.traffic_block, ItemName.breakables]],
LocationName.strawberry_22: [[ItemName.cassette]],
LocationName.strawberry_23: [[ItemName.cassette, ItemName.coin]],
LocationName.strawberry_24: [[ItemName.cassette]],
LocationName.strawberry_25: [[ItemName.cassette, ItemName.double_dash_refill]],
LocationName.strawberry_26: [[ItemName.cassette]],
LocationName.strawberry_27: [[ItemName.cassette]],
LocationName.strawberry_28: [[ItemName.cassette, ItemName.feather]],
LocationName.strawberry_29: [[ItemName.cassette]],
LocationName.strawberry_30: [[ItemName.cassette, ItemName.dash_refill, ItemName.double_dash_refill, ItemName.traffic_block, ItemName.breakables]],
LocationName.sign_2: [[ItemName.breakables]],
LocationName.car_2: [[ItemName.breakables]],
}
location_standard_moves_logic: Dict[str, List[List[str]]] = {
LocationName.strawberry_1: [[ItemName.ground_dash],
[ItemName.air_dash],
[ItemName.skid_jump],
[ItemName.climb]],
LocationName.strawberry_2: [[ItemName.ground_dash],
[ItemName.air_dash],
[ItemName.skid_jump],
[ItemName.climb]],
LocationName.strawberry_2: [[ItemName.air_dash],
[ItemName.skid_jump]],
LocationName.strawberry_3: [[ItemName.air_dash],
[ItemName.skid_jump]],
LocationName.strawberry_4: [[ItemName.traffic_block, ItemName.breakables, ItemName.air_dash]],
LocationName.strawberry_5: [[ItemName.air_dash]],
LocationName.strawberry_6: [[ItemName.dash_refill, ItemName.air_dash],
[ItemName.traffic_block, ItemName.ground_dash],
[ItemName.traffic_block, ItemName.air_dash],
[ItemName.traffic_block, ItemName.skid_jump],
[ItemName.traffic_block, ItemName.climb]],
LocationName.strawberry_7: [[ItemName.dash_refill, ItemName.air_dash],
[ItemName.traffic_block, ItemName.ground_dash],
[ItemName.traffic_block, ItemName.air_dash],
[ItemName.traffic_block, ItemName.skid_jump],
[ItemName.traffic_block, ItemName.climb]],
LocationName.strawberry_8: [[ItemName.traffic_block, ItemName.ground_dash],
[ItemName.traffic_block, ItemName.air_dash],
[ItemName.traffic_block, ItemName.skid_jump],
[ItemName.traffic_block, ItemName.climb]],
LocationName.strawberry_9: [[ItemName.dash_refill, ItemName.air_dash]],
LocationName.strawberry_10: [[ItemName.climb]],
LocationName.strawberry_11: [[ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_13: [[ItemName.breakables, ItemName.air_dash],
[ItemName.breakables, ItemName.ground_dash]],
LocationName.strawberry_14: [[ItemName.feather, ItemName.air_dash]],
LocationName.strawberry_15: [[ItemName.feather, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_16: [[ItemName.feather]],
LocationName.strawberry_17: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block]],
LocationName.strawberry_18: [[ItemName.double_dash_refill, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_19: [[ItemName.double_dash_refill, ItemName.spring, ItemName.air_dash, ItemName.skid_jump]],
LocationName.strawberry_20: [[ItemName.feather, ItemName.breakables, ItemName.air_dash]],
LocationName.strawberry_11: [[ItemName.dash_refill, ItemName.air_dash, ItemName.climb],
[ItemName.traffic_block, ItemName.climb]],
LocationName.strawberry_12: [[ItemName.dash_refill, ItemName.double_dash_refill, ItemName.air_dash],
[ItemName.traffic_block, ItemName.double_dash_refill, ItemName.air_dash]],
LocationName.strawberry_13: [[ItemName.dash_refill, ItemName.breakables, ItemName.air_dash],
[ItemName.traffic_block, ItemName.breakables, ItemName.ground_dash],
[ItemName.traffic_block, ItemName.breakables, ItemName.air_dash]],
LocationName.strawberry_14: [[ItemName.dash_refill, ItemName.feather, ItemName.air_dash],
[ItemName.traffic_block, ItemName.feather, ItemName.air_dash]],
LocationName.strawberry_15: [[ItemName.dash_refill, ItemName.feather, ItemName.air_dash, ItemName.climb],
[ItemName.traffic_block, ItemName.feather, ItemName.climb]],
LocationName.strawberry_16: [[ItemName.dash_refill, ItemName.feather, ItemName.air_dash],
[ItemName.traffic_block, ItemName.feather]],
LocationName.strawberry_17: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.ground_dash],
[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.air_dash],
[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.skid_jump],
[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.climb]],
LocationName.strawberry_18: [[ItemName.dash_refill, ItemName.double_dash_refill, ItemName.air_dash, ItemName.climb],
[ItemName.traffic_block, ItemName.feather, ItemName.double_dash_refill, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_19: [[ItemName.dash_refill, ItemName.double_dash_refill, ItemName.spring, ItemName.air_dash],
[ItemName.traffic_block, ItemName.double_dash_refill, ItemName.feather, ItemName.spring, ItemName.air_dash]],
LocationName.strawberry_20: [[ItemName.dash_refill, ItemName.feather, ItemName.breakables, ItemName.air_dash],
[ItemName.traffic_block, ItemName.feather, ItemName.breakables, ItemName.air_dash]],
LocationName.strawberry_21: [[ItemName.cassette, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash]],
LocationName.strawberry_22: [[ItemName.cassette, ItemName.dash_refill, ItemName.breakables, ItemName.air_dash]],
LocationName.strawberry_23: [[ItemName.cassette, ItemName.coin, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_23: [[ItemName.cassette, ItemName.dash_refill, ItemName.coin, ItemName.air_dash, ItemName.climb],
[ItemName.cassette, ItemName.traffic_block, ItemName.coin, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_24: [[ItemName.cassette, ItemName.dash_refill, ItemName.traffic_block, ItemName.air_dash]],
LocationName.strawberry_25: [[ItemName.cassette, ItemName.double_dash_refill, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_26: [[ItemName.cassette, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_27: [[ItemName.cassette, ItemName.feather, ItemName.coin, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_28: [[ItemName.cassette, ItemName.feather, ItemName.coin, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_29: [[ItemName.cassette, ItemName.dash_refill, ItemName.coin, ItemName.air_dash, ItemName.skid_jump]],
LocationName.strawberry_25: [[ItemName.cassette, ItemName.dash_refill, ItemName.double_dash_refill, ItemName.air_dash, ItemName.climb],
[ItemName.cassette, ItemName.traffic_block, ItemName.feather, ItemName.double_dash_refill, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_26: [[ItemName.cassette, ItemName.dash_refill, ItemName.air_dash, ItemName.climb],
[ItemName.cassette, ItemName.traffic_block, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_27: [[ItemName.cassette, ItemName.dash_refill, ItemName.feather, ItemName.coin, ItemName.air_dash],
[ItemName.cassette, ItemName.traffic_block, ItemName.feather, ItemName.coin, ItemName.air_dash]],
LocationName.strawberry_28: [[ItemName.cassette, ItemName.dash_refill, ItemName.feather, ItemName.coin, ItemName.air_dash, ItemName.climb],
[ItemName.cassette, ItemName.traffic_block, ItemName.feather, ItemName.coin, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_29: [[ItemName.cassette, ItemName.dash_refill, ItemName.feather, ItemName.coin, ItemName.air_dash, ItemName.skid_jump]],
LocationName.strawberry_30: [[ItemName.cassette, ItemName.dash_refill, ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.spring, ItemName.breakables, ItemName.air_dash, ItemName.climb]],
LocationName.granny_1: [[ItemName.ground_dash],
[ItemName.air_dash],
[ItemName.skid_jump],
[ItemName.climb]],
LocationName.granny_2: [[ItemName.ground_dash],
[ItemName.air_dash],
[ItemName.skid_jump],
[ItemName.climb]],
LocationName.granny_3: [[ItemName.ground_dash],
[ItemName.air_dash],
[ItemName.skid_jump],
[ItemName.climb]],
LocationName.theo_1: [[ItemName.traffic_block, ItemName.breakables, ItemName.air_dash]],
LocationName.theo_2: [[ItemName.traffic_block, ItemName.breakables, ItemName.air_dash]],
LocationName.theo_3: [[ItemName.traffic_block, ItemName.breakables, ItemName.air_dash]],
LocationName.badeline_1: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash, ItemName.climb]],
LocationName.badeline_2: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash, ItemName.climb]],
LocationName.badeline_3: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash, ItemName.climb]],
LocationName.sign_1: [[ItemName.ground_dash],
[ItemName.air_dash],
[ItemName.skid_jump],
[ItemName.climb]],
LocationName.sign_2: [[ItemName.breakables, ItemName.ground_dash],
[ItemName.breakables, ItemName.air_dash]],
LocationName.sign_3: [[ItemName.dash_refill, ItemName.air_dash],
[ItemName.traffic_block, ItemName.ground_dash],
[ItemName.traffic_block, ItemName.air_dash],
[ItemName.traffic_block, ItemName.skid_jump],
[ItemName.traffic_block, ItemName.climb]],
LocationName.sign_4: [[ItemName.dash_refill, ItemName.double_dash_refill, ItemName.air_dash],
[ItemName.dash_refill, ItemName.feather, ItemName.air_dash],
[ItemName.traffic_block, ItemName.feather, ItemName.ground_dash],
[ItemName.traffic_block, ItemName.feather, ItemName.air_dash],
[ItemName.traffic_block, ItemName.feather, ItemName.skid_jump],
[ItemName.traffic_block, ItemName.feather, ItemName.climb]],
LocationName.sign_5: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash, ItemName.climb]],
LocationName.car_2: [[ItemName.breakables, ItemName.ground_dash, ItemName.climb],
[ItemName.breakables, ItemName.air_dash, ItemName.climb]],
LocationName.car_2: [[ItemName.breakables, ItemName.ground_dash],
[ItemName.breakables, ItemName.air_dash]],
}
location_hard_moves_logic: Dict[str, List[List[str]]] = {
LocationName.strawberry_3: [[ItemName.air_dash],
[ItemName.skid_jump]],
LocationName.strawberry_5: [[ItemName.ground_dash],
[ItemName.air_dash]],
LocationName.strawberry_8: [[ItemName.traffic_block],
[ItemName.ground_dash, ItemName.air_dash]],
LocationName.strawberry_10: [[ItemName.air_dash],
[ItemName.climb]],
LocationName.strawberry_11: [[ItemName.ground_dash],
[ItemName.air_dash],
[ItemName.skid_jump]],
LocationName.strawberry_12: [[ItemName.feather],
[ItemName.ground_dash],
[ItemName.air_dash]],
LocationName.strawberry_13: [[ItemName.breakables, ItemName.ground_dash],
[ItemName.breakables, ItemName.air_dash]],
LocationName.strawberry_14: [[ItemName.feather, ItemName.air_dash],
[ItemName.air_dash, ItemName.climb],
[ItemName.double_dash_refill, ItemName.air_dash]],
[ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_15: [[ItemName.feather],
[ItemName.ground_dash, ItemName.air_dash]],
LocationName.strawberry_17: [[ItemName.double_dash_refill, ItemName.traffic_block]],
@@ -107,94 +287,42 @@ location_hard_moves_logic: Dict[str, List[List[str]]] = {
[ItemName.cassette, ItemName.feather, ItemName.climb]],
LocationName.strawberry_29: [[ItemName.cassette, ItemName.dash_refill, ItemName.air_dash, ItemName.skid_jump],
[ItemName.cassette, ItemName.ground_dash, ItemName.air_dash]],
LocationName.strawberry_30: [[ItemName.cassette, ItemName.dash_refill, ItemName.double_dash_refill, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash, ItemName.climb, ItemName.skid_jump],
[ItemName.cassette, ItemName.dash_refill, ItemName.double_dash_refill, ItemName.traffic_block, ItemName.breakables, ItemName.spring, ItemName.air_dash, ItemName.climb]],
LocationName.strawberry_30: [[ItemName.cassette, ItemName.dash_refill, ItemName.double_dash_refill, ItemName.traffic_block, ItemName.breakables, ItemName.ground_dash, ItemName.air_dash, ItemName.climb, ItemName.skid_jump],
[ItemName.cassette, ItemName.dash_refill, ItemName.double_dash_refill, ItemName.traffic_block, ItemName.breakables, ItemName.feather, ItemName.air_dash, ItemName.climb, ItemName.skid_jump],
[ItemName.cassette, ItemName.dash_refill, ItemName.double_dash_refill, ItemName.traffic_block, ItemName.breakables, ItemName.spring, ItemName.ground_dash, ItemName.air_dash, ItemName.climb],
[ItemName.cassette, ItemName.dash_refill, ItemName.double_dash_refill, ItemName.traffic_block, ItemName.breakables, ItemName.spring, ItemName.feather, ItemName.air_dash, ItemName.climb]],
LocationName.badeline_1: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash, ItemName.climb],
[ItemName.traffic_block, ItemName.air_dash, ItemName.skid_jump],
[ItemName.ground_dash, ItemName.air_dash, ItemName.skid_jump],
[ItemName.feather, ItemName.traffic_block, ItemName.air_dash],
[ItemName.traffic_block, ItemName.ground_dash, ItemName.air_dash]],
LocationName.badeline_2: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash, ItemName.climb],
[ItemName.traffic_block, ItemName.air_dash, ItemName.skid_jump],
[ItemName.ground_dash, ItemName.air_dash, ItemName.skid_jump],
[ItemName.feather, ItemName.traffic_block, ItemName.air_dash],
[ItemName.traffic_block, ItemName.ground_dash, ItemName.air_dash]],
LocationName.badeline_3: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash, ItemName.climb],
[ItemName.traffic_block, ItemName.air_dash, ItemName.skid_jump],
[ItemName.ground_dash, ItemName.air_dash, ItemName.skid_jump],
[ItemName.feather, ItemName.traffic_block, ItemName.air_dash],
[ItemName.traffic_block, ItemName.ground_dash, ItemName.air_dash]],
LocationName.sign_2: [[ItemName.breakables, ItemName.ground_dash],
[ItemName.breakables, ItemName.air_dash]],
LocationName.sign_5: [[ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables, ItemName.air_dash, ItemName.climb],
[ItemName.traffic_block, ItemName.air_dash, ItemName.skid_jump],
[ItemName.ground_dash, ItemName.air_dash, ItemName.skid_jump],
[ItemName.feather, ItemName.traffic_block, ItemName.air_dash],
[ItemName.traffic_block, ItemName.ground_dash, ItemName.air_dash]],
LocationName.car_2: [[ItemName.breakables, ItemName.ground_dash],
[ItemName.breakables, ItemName.air_dash]],
}
region_standard_moves_logic: Dict[Tuple[str], List[List[str]]] = {
(RegionName.forsaken_city, RegionName.granny_island): [[ItemName.checkpoint_2], [ItemName.checkpoint_3], [ItemName.checkpoint_4]],
(RegionName.forsaken_city, RegionName.highway_island): [[ItemName.checkpoint_5], [ItemName.checkpoint_6]],
(RegionName.forsaken_city, RegionName.ne_feathers_island): [[ItemName.checkpoint_7]],
(RegionName.forsaken_city, RegionName.se_house_island): [[ItemName.checkpoint_8]],
(RegionName.forsaken_city, RegionName.badeline_tower_upper): [[ItemName.checkpoint_9]],
(RegionName.forsaken_city, RegionName.badeline_island): [[ItemName.checkpoint_10]],
(RegionName.intro_islands, RegionName.granny_island): [[ItemName.ground_dash],
[ItemName.air_dash],
[ItemName.skid_jump],
[ItemName.climb]],
(RegionName.granny_island, RegionName.highway_island): [[ItemName.air_dash, ItemName.dash_refill]],
(RegionName.granny_island, RegionName.nw_girders_island): [[ItemName.traffic_block]],
(RegionName.granny_island, RegionName.badeline_tower_lower): [[ItemName.air_dash, ItemName.climb, ItemName.dash_refill]],
(RegionName.granny_island, RegionName.se_house_island): [[ItemName.air_dash, ItemName.climb, ItemName.double_dash_refill]],
(RegionName.highway_island, RegionName.granny_island): [[ItemName.traffic_block], [ItemName.air_dash, ItemName.dash_refill]],
(RegionName.highway_island, RegionName.ne_feathers_island): [[ItemName.feather]],
(RegionName.highway_island, RegionName.nw_girders_island): [[ItemName.cannot_access]],
(RegionName.nw_girders_island, RegionName.highway_island): [[ItemName.traffic_block]],
(RegionName.ne_feathers_island, RegionName.highway_island): [[ItemName.feather]],
(RegionName.ne_feathers_island, RegionName.badeline_tower_lower): [[ItemName.feather]],
(RegionName.ne_feathers_island, RegionName.badeline_tower_upper): [[ItemName.climb, ItemName.air_dash, ItemName.feather]],
(RegionName.se_house_island, RegionName.granny_island): [[ItemName.air_dash, ItemName.traffic_block, ItemName.double_dash_refill]],
(RegionName.se_house_island, RegionName.badeline_tower_lower): [[ItemName.air_dash, ItemName.double_dash_refill]],
(RegionName.badeline_tower_lower, RegionName.se_house_island): [[ItemName.cannot_access]],
(RegionName.badeline_tower_lower, RegionName.ne_feathers_island): [[ItemName.air_dash, ItemName.breakables, ItemName.feather]],
(RegionName.badeline_tower_lower, RegionName.granny_island): [[ItemName.cannot_access]],
(RegionName.badeline_tower_lower, RegionName.badeline_tower_upper): [[ItemName.cannot_access]],
(RegionName.badeline_tower_upper, RegionName.badeline_island): [[ItemName.air_dash, ItemName.climb, ItemName.double_dash_refill, ItemName.feather, ItemName.traffic_block, ItemName.breakables]],
(RegionName.badeline_tower_upper, RegionName.se_house_island): [[ItemName.air_dash], [ItemName.ground_dash]],
(RegionName.badeline_tower_upper, RegionName.ne_feathers_island): [[ItemName.air_dash], [ItemName.ground_dash]],
(RegionName.badeline_tower_upper, RegionName.granny_island): [[ItemName.dash_refill]],
(RegionName.badeline_island, RegionName.badeline_tower_upper): [[ItemName.air_dash], [ItemName.ground_dash]],
}
region_hard_moves_logic: Dict[Tuple[str], List[List[str]]] = {
(RegionName.forsaken_city, RegionName.granny_island): [[ItemName.checkpoint_2], [ItemName.checkpoint_3], [ItemName.checkpoint_4]],
(RegionName.forsaken_city, RegionName.highway_island): [[ItemName.checkpoint_5], [ItemName.checkpoint_6]],
(RegionName.forsaken_city, RegionName.ne_feathers_island): [[ItemName.checkpoint_7]],
(RegionName.forsaken_city, RegionName.se_house_island): [[ItemName.checkpoint_8]],
(RegionName.forsaken_city, RegionName.badeline_tower_upper): [[ItemName.checkpoint_9]],
(RegionName.forsaken_city, RegionName.badeline_island): [[ItemName.checkpoint_10]],
(RegionName.granny_island, RegionName.nw_girders_island): [[ItemName.traffic_block]],
(RegionName.granny_island, RegionName.badeline_tower_lower): [[ItemName.air_dash], [ItemName.ground_dash]],
(RegionName.granny_island, RegionName.se_house_island): [[ItemName.air_dash, ItemName.double_dash_refill], [ItemName.ground_dash]],
(RegionName.highway_island, RegionName.nw_girders_island): [[ItemName.air_dash, ItemName.ground_dash]],
(RegionName.nw_girders_island, RegionName.highway_island): [[ItemName.traffic_block], [ItemName.air_dash, ItemName.ground_dash]],
(RegionName.ne_feathers_island, RegionName.highway_island): [[ItemName.feather], [ItemName.air_dash], [ItemName.ground_dash], [ItemName.skid_jump]],
(RegionName.ne_feathers_island, RegionName.badeline_tower_lower): [[ItemName.feather], [ItemName.air_dash], [ItemName.ground_dash]],
(RegionName.ne_feathers_island, RegionName.badeline_tower_upper): [[ItemName.feather]],
(RegionName.se_house_island, RegionName.granny_island): [[ItemName.traffic_block]],
(RegionName.se_house_island, RegionName.badeline_tower_lower): [[ItemName.air_dash], [ItemName.ground_dash]],
(RegionName.badeline_tower_upper, RegionName.badeline_island): [[ItemName.air_dash, ItemName.climb, ItemName.feather, ItemName.traffic_block],
[ItemName.air_dash, ItemName.climb, ItemName.feather, ItemName.skid_jump],
[ItemName.air_dash, ItemName.climb, ItemName.ground_dash, ItemName.traffic_block],
[ItemName.air_dash, ItemName.climb, ItemName.ground_dash, ItemName.skid_jump]],
(RegionName.badeline_island, RegionName.badeline_tower_upper): [[ItemName.air_dash], [ItemName.ground_dash]],
}
def location_rule(state: CollectionState, world: Celeste64World, loc: str) -> bool:
if loc not in world.active_logic_mapping:
return True
@@ -204,28 +332,12 @@ def location_rule(state: CollectionState, world: Celeste64World, loc: str) -> bo
return False
def region_connection_rule(state: CollectionState, world: Celeste64World, region_connection: Tuple[str]) -> bool:
if region_connection not in world.active_region_logic_mapping:
return True
for possible_access in world.active_region_logic_mapping[region_connection]:
if state.has_all(possible_access, world.player):
return True
return False
def goal_rule(state: CollectionState, world: Celeste64World) -> bool:
if not state.has(ItemName.strawberry, world.player, world.strawberries_required):
return False
goal_region: Region = world.multiworld.get_region(RegionName.badeline_island, world.player)
return state.can_reach(goal_region)
for possible_access in world.goal_logic_mapping:
if state.has_all(possible_access, world.player):
return True
def connect_region(world: Celeste64World, region: Region, dest_regions: List[str]):
rules: Dict[str, Callable[[CollectionState], bool]] = {}
for dest_region in dest_regions:
region_connection: Tuple[str] = (region.name, dest_region)
rules[dest_region] = lambda state, region_connection=region_connection: region_connection_rule(state, world, region_connection)
region.add_exits(dest_regions, rules)
return False

View File

@@ -1,15 +1,13 @@
from copy import deepcopy
from typing import Dict, List, Tuple
from typing import Dict, List
from BaseClasses import ItemClassification, Location, Region, Tutorial
from worlds.AutoWorld import WebWorld, World
from .Items import Celeste64Item, unlockable_item_data_table, move_item_data_table, item_data_table,\
checkpoint_item_data_table, item_table
from .Items import Celeste64Item, unlockable_item_data_table, move_item_data_table, item_data_table, item_table
from .Locations import Celeste64Location, strawberry_location_data_table, friend_location_data_table,\
sign_location_data_table, car_location_data_table, checkpoint_location_data_table,\
location_table
sign_location_data_table, car_location_data_table, location_table
from .Names import ItemName, LocationName
from .Options import Celeste64Options, celeste_64_option_groups, resolve_options
from .Options import Celeste64Options, celeste_64_option_groups
class Celeste64WebWorld(WebWorld):
@@ -44,15 +42,8 @@ class Celeste64World(World):
# Instance Data
strawberries_required: int
active_logic_mapping: Dict[str, List[List[str]]]
active_region_logic_mapping: Dict[Tuple[str], List[List[str]]]
goal_logic_mapping: Dict[str, List[List[str]]]
madeline_one_dash_hair_color: int
madeline_two_dash_hair_color: int
madeline_no_dash_hair_color: int
madeline_feather_hair_color: int
def generate_early(self) -> None:
resolve_options(self)
def create_item(self, name: str) -> Celeste64Item:
# Only make required amount of strawberries be Progression
@@ -85,49 +76,25 @@ class Celeste64World(World):
for name in unlockable_item_data_table.keys()
if name not in self.options.start_inventory]
chosen_start_item: str = ""
if self.options.move_shuffle:
move_items_for_itempool: List[str] = deepcopy(list(move_item_data_table.keys()))
if self.options.logic_difficulty == "standard":
possible_unwalls: List[str] = [name for name in move_item_data_table.keys()
if name != ItemName.skid_jump]
if self.options.checkpointsanity:
possible_unwalls.extend([name for name in checkpoint_item_data_table.keys()
if name != ItemName.checkpoint_1 and name != ItemName.checkpoint_10])
# If the start_inventory already includes a move or checkpoint, don't worry about giving it one
if not [item for item in possible_unwalls if item in self.multiworld.precollected_items[self.player]]:
chosen_start_item = self.random.choice(possible_unwalls)
# If the start_inventory already includes a move, don't worry about giving it one
if not [move for move in move_items_for_itempool if move in self.options.start_inventory]:
chosen_start_move = self.random.choice(move_items_for_itempool)
move_items_for_itempool.remove(chosen_start_move)
if self.options.carsanity:
intro_car_loc: Location = self.multiworld.get_location(LocationName.car_1, self.player)
intro_car_loc.place_locked_item(self.create_item(chosen_start_item))
intro_car_loc.place_locked_item(self.create_item(chosen_start_move))
location_count -= 1
else:
self.multiworld.push_precollected(self.create_item(chosen_start_item))
self.multiworld.push_precollected(self.create_item(chosen_start_move))
item_pool += [self.create_item(name)
for name in move_item_data_table.keys()
if name not in self.multiworld.precollected_items[self.player]
and name != chosen_start_item]
else:
for start_move in move_item_data_table.keys():
self.multiworld.push_precollected(self.create_item(start_move))
if self.options.checkpointsanity:
location_count += 9
goal_checkpoint_loc: Location = self.multiworld.get_location(LocationName.checkpoint_10, self.player)
goal_checkpoint_loc.place_locked_item(self.create_item(ItemName.checkpoint_10))
item_pool += [self.create_item(name)
for name in checkpoint_item_data_table.keys()
if name not in self.multiworld.precollected_items[self.player]
and name != ItemName.checkpoint_10
and name != chosen_start_item]
else:
for item_name in checkpoint_item_data_table.keys():
checkpoint_loc: Location = self.multiworld.get_location(item_name, self.player)
checkpoint_loc.place_locked_item(self.create_item(item_name))
for name in move_items_for_itempool
if name not in self.options.start_inventory]
real_total_strawberries: int = min(self.options.total_strawberries.value, location_count - len(item_pool))
self.strawberries_required = int(real_total_strawberries * (self.options.strawberries_required_percentage / 100))
@@ -173,23 +140,18 @@ class Celeste64World(World):
if location_data.region == region_name
}, Celeste64Location)
region.add_locations({
location_name: location_data.address for location_name, location_data in checkpoint_location_data_table.items()
if location_data.region == region_name
}, Celeste64Location)
from .Rules import connect_region
connect_region(self, region, region_data_table[region_name].connecting_regions)
# Have to do this here because of other games using State in a way that's bad
from .Rules import set_rules
set_rules(self)
region.add_exits(region_data_table[region_name].connecting_regions)
def get_filler_item_name(self) -> str:
return ItemName.raspberry
def set_rules(self) -> None:
from .Rules import set_rules
set_rules(self)
def fill_slot_data(self):
return {
"death_link": self.options.death_link.value,
@@ -199,11 +161,6 @@ class Celeste64World(World):
"friendsanity": self.options.friendsanity.value,
"signsanity": self.options.signsanity.value,
"carsanity": self.options.carsanity.value,
"checkpointsanity": self.options.checkpointsanity.value,
"madeline_one_dash_hair_color": self.madeline_one_dash_hair_color,
"madeline_two_dash_hair_color": self.madeline_two_dash_hair_color,
"madeline_no_dash_hair_color": self.madeline_no_dash_hair_color,
"madeline_feather_hair_color": self.madeline_feather_hair_color,
"badeline_chaser_source": self.options.badeline_chaser_source.value,
"badeline_chaser_frequency": self.options.badeline_chaser_frequency.value,
"badeline_chaser_speed": self.options.badeline_chaser_speed.value,

View File

@@ -1,342 +0,0 @@
import asyncio
import logging
import os
import traceback
from typing import Any, Dict, List, Optional
import zipfile
from CommonClient import ClientCommandProcessor, CommonContext, get_base_parser, logger, server_loop, gui_enabled
from .Data import get_progressive_districts_data
from .DeathLink import handle_check_deathlink
from NetUtils import ClientStatus
import Utils
from .CivVIInterface import CivVIInterface, ConnectionState
from .Enum import CivVICheckType
from .Items import CivVIItemData, generate_item_table, get_item_by_civ_name
from .Locations import CivVILocationData, generate_era_location_table
from .TunerClient import TunerErrorException, TunerTimeoutException
class CivVICommandProcessor(ClientCommandProcessor):
def __init__(self, ctx: CommonContext):
super().__init__(ctx)
def _cmd_deathlink(self):
"""Toggle deathlink from client. Overrides default setting."""
if isinstance(self.ctx, CivVIContext):
self.ctx.death_link_enabled = not self.ctx.death_link_enabled
self.ctx.death_link_just_changed = True
Utils.async_start(self.ctx.update_death_link(
self.ctx.death_link_enabled), name="Update Deathlink")
self.ctx.logger.info(f"Deathlink is now {'enabled' if self.ctx.death_link_enabled else 'disabled'}")
def _cmd_resync(self):
"""Resends all items to client, and has client resend all locations to server. This can take up to a minute if the player has received a lot of items"""
if isinstance(self.ctx, CivVIContext):
logger.info("Resyncing...")
asyncio.create_task(self.ctx.resync())
def _cmd_toggle_progressive_eras(self):
"""If you get stuck for some reason and unable to continue your game, you can run this command to disable the defeat that comes from pushing past the max unlocked era """
if isinstance(self.ctx, CivVIContext):
print("Toggling progressive eras, stand by...")
self.ctx.is_pending_toggle_progressive_eras = True
class CivVIContext(CommonContext):
is_pending_death_link_reset = False
is_pending_toggle_progressive_eras = False
command_processor = CivVICommandProcessor
game = "Civilization VI"
items_handling = 0b111
tuner_sync_task: Optional[asyncio.Task[None]] = None
game_interface: CivVIInterface
location_name_to_civ_location: Dict[str, CivVILocationData] = {}
location_name_to_id: Dict[str, int] = {}
item_id_to_civ_item: Dict[int, CivVIItemData] = {}
item_table: Dict[str, CivVIItemData] = {}
processing_multiple_items = False
received_death_link = False
death_link_message = ""
death_link_enabled = False
slot_data: Dict[str, Any]
death_link_just_changed = False
# Used to prevent the deathlink from triggering when someone re enables it
logger = logger
progressive_items_by_type = get_progressive_districts_data()
item_name_to_id = {
item.name: item.code for item in generate_item_table().values()}
connection_state = ConnectionState.DISCONNECTED
def __init__(self, server_address: Optional[str], password: Optional[str], apcivvi_file: Optional[str] = None):
super().__init__(server_address, password)
self.slot_data: Dict[str, Any] = {}
self.game_interface = CivVIInterface(logger)
location_by_era = generate_era_location_table()
self.item_table = generate_item_table()
self.apcivvi_file = apcivvi_file
# Get tables formatted in a way that is easier to use here
for locations in location_by_era.values():
for location in locations.values():
self.location_name_to_id[location.name] = location.code
self.location_name_to_civ_location[location.name] = location
for item in self.item_table.values():
self.item_id_to_civ_item[item.code] = item
async def resync(self):
if self.processing_multiple_items:
logger.info(
"Waiting for items to finish processing, try again later")
return
await self.game_interface.resync()
await handle_receive_items(self, -1)
logger.info("Resynced")
def on_deathlink(self, data: Utils.Dict[str, Utils.Any]) -> None:
super().on_deathlink(data)
text = data.get("cause", "")
if text:
message = text
else:
message = f"Received from {data['source']}"
self.death_link_message = message
self.received_death_link = True
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(CivVIContext, self).server_auth(password_requested)
await self.get_username()
self.tags = set()
await self.send_connect()
def run_gui(self):
from kvui import GameManager
class CivVIManager(GameManager):
logging_pairs = [
("Client", "Archipelago")
]
base_title = "Archipelago Civilization VI Client"
self.ui = CivVIManager(self)
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
def on_package(self, cmd: str, args: Dict[str, Any]):
if cmd == "Connected":
self.slot_data = args["slot_data"]
if "death_link" in args["slot_data"]:
self.death_link_enabled = bool(args["slot_data"]["death_link"])
Utils.async_start(self.update_death_link(
bool(args["slot_data"]["death_link"])))
def update_connection_status(ctx: CivVIContext, status: ConnectionState):
if ctx.connection_state == status:
return
elif status == ConnectionState.IN_GAME:
ctx.logger.info("Connected to Civ VI")
elif status == ConnectionState.IN_MENU:
ctx.logger.info("Connected to Civ VI, waiting for game to start")
elif status == ConnectionState.DISCONNECTED:
ctx.logger.info("Disconnected from Civ VI, attempting to reconnect...")
ctx.connection_state = status
async def tuner_sync_task(ctx: CivVIContext):
logger.info("Starting CivVI connector")
while not ctx.exit_event.is_set():
if not ctx.slot:
await asyncio.sleep(3)
continue
else:
try:
if ctx.processing_multiple_items:
await asyncio.sleep(3)
else:
state = await ctx.game_interface.is_in_game()
update_connection_status(ctx, state)
if state == ConnectionState.IN_GAME:
await _handle_game_ready(ctx)
else:
await asyncio.sleep(3)
except TunerTimeoutException:
logger.error(
"Timeout occurred while receiving data from Civ VI, this usually isn't a problem unless you see it repeatedly")
await asyncio.sleep(3)
except Exception as e:
if isinstance(e, TunerErrorException):
logger.debug(str(e))
else:
logger.debug(traceback.format_exc())
await asyncio.sleep(3)
continue
async def handle_toggle_progressive_eras(ctx: CivVIContext):
if ctx.is_pending_toggle_progressive_eras:
ctx.is_pending_toggle_progressive_eras = False
current = await ctx.game_interface.get_max_allowed_era()
if current > -1:
await ctx.game_interface.set_max_allowed_era(-1)
logger.info("Disabled progressive eras")
else:
count = 0
for _, network_item in enumerate(ctx.items_received):
item: CivVIItemData = ctx.item_id_to_civ_item[network_item.item]
if item.item_type == CivVICheckType.ERA:
count += 1
await ctx.game_interface.set_max_allowed_era(count)
logger.info(f"Enabled progressive eras, set to {count}")
async def handle_checked_location(ctx: CivVIContext):
checked_locations = await ctx.game_interface.get_checked_locations()
checked_location_ids = [location.code for location_name, location in ctx.location_name_to_civ_location.items(
) if location_name in checked_locations]
await ctx.send_msgs([{"cmd": "LocationChecks", "locations": checked_location_ids}])
async def handle_receive_items(ctx: CivVIContext, last_received_index_override: Optional[int] = None):
try:
last_received_index = last_received_index_override or await ctx.game_interface.get_last_received_index()
if len(ctx.items_received) - last_received_index > 1:
ctx.processing_multiple_items = True
progressive_districts: List[CivVIItemData] = []
progressive_eras: List[CivVIItemData] = []
for index, network_item in enumerate(ctx.items_received):
# Track these separately so if we replace "PROGRESSIVE_DISTRICT" with a specific tech, we can still check if need to add it to the list of districts
item: CivVIItemData = ctx.item_id_to_civ_item[network_item.item]
item_to_send: CivVIItemData = ctx.item_id_to_civ_item[network_item.item]
if index > last_received_index:
if item.item_type == CivVICheckType.PROGRESSIVE_DISTRICT and item.civ_name:
# if the item is progressive, then check how far in that progression type we are and send the appropriate item
count = sum(
1 for count_item in progressive_districts if count_item.civ_name == item.civ_name)
if count >= len(ctx.progressive_items_by_type[item.civ_name]):
logger.error(
f"Received more progressive items than expected for {item.civ_name}")
continue
item_civ_name = ctx.progressive_items_by_type[item.civ_name][count]
actual_item_name = get_item_by_civ_name(item_civ_name, ctx.item_table).name
item_to_send = ctx.item_table[actual_item_name]
sender = ctx.player_names[network_item.player]
if item.item_type == CivVICheckType.ERA:
count = len(progressive_eras) + 1
await ctx.game_interface.give_item_to_player(item_to_send, sender, count)
elif item.item_type == CivVICheckType.GOODY and item_to_send.civ_name:
await ctx.game_interface.give_item_to_player(item_to_send, sender, game_id_override=item_to_send.civ_name)
else:
await ctx.game_interface.give_item_to_player(item_to_send, sender)
await asyncio.sleep(0.02)
if item.item_type == CivVICheckType.PROGRESSIVE_DISTRICT:
progressive_districts.append(item)
elif item.item_type == CivVICheckType.ERA:
progressive_eras.append(item)
ctx.processing_multiple_items = False
finally:
# If something errors out, then unblock item processing
ctx.processing_multiple_items = False
async def handle_check_goal_complete(ctx: CivVIContext):
if ctx.finished_game:
return
result = await ctx.game_interface.check_victory()
if result:
logger.info("Sending Victory to server!")
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
async def _handle_game_ready(ctx: CivVIContext):
if ctx.server:
if not ctx.slot:
await asyncio.sleep(3)
return
await handle_receive_items(ctx)
await handle_checked_location(ctx)
await handle_check_goal_complete(ctx)
if ctx.death_link_enabled:
await handle_check_deathlink(ctx)
# process pending commands
await handle_toggle_progressive_eras(ctx)
await asyncio.sleep(3)
else:
logger.info("Waiting for player to connect to server")
await asyncio.sleep(3)
def main(connect: Optional[str] = None, password: Optional[str] = None, name: Optional[str] = None):
Utils.init_logging("Civilization VI Client")
async def _main(connect: Optional[str], password: Optional[str], name: Optional[str]):
parser = get_base_parser()
parser.add_argument("apcivvi_file", default="", type=str, nargs="?", help="Path to apcivvi file")
args = parser.parse_args()
ctx = CivVIContext(connect, password, args.apcivvi_file)
if args.apcivvi_file:
parent_dir: str = os.path.dirname(args.apcivvi_file)
target_name: str = os.path.basename(args.apcivvi_file).replace(".apcivvi", "-MOD-FILES")
target_path: str = os.path.join(parent_dir, target_name)
if not os.path.exists(target_path):
os.makedirs(target_path, exist_ok=True)
logger.info("Extracting mod files to %s", target_path)
with zipfile.ZipFile(args.apcivvi_file, "r") as zip_ref:
for member in zip_ref.namelist():
zip_ref.extract(member, target_path)
ctx.auth = name
ctx.server_task = asyncio.create_task(
server_loop(ctx), name="ServerLoop")
if gui_enabled:
ctx.run_gui()
await asyncio.sleep(1)
ctx.tuner_sync_task = asyncio.create_task(
tuner_sync_task(ctx), name="TunerSync")
await ctx.exit_event.wait()
ctx.server_address = None
await ctx.shutdown()
if ctx.tuner_sync_task:
await asyncio.sleep(3)
await ctx.tuner_sync_task
import colorama
colorama.init()
asyncio.run(_main(connect, password, name))
colorama.deinit()
def debug_main():
parser = get_base_parser()
parser.add_argument("apcivvi_file", default="", type=str, nargs="?", help="Path to apcivvi file")
parser.add_argument("--name", default=None,
help="Slot Name to connect as.")
parser.add_argument("--debug", default=None,
help="debug mode, additional logging")
args = parser.parse_args()
if args.debug:
logger.setLevel(logging.DEBUG)
main(args.connect, args.password, args.name)

View File

@@ -1,119 +0,0 @@
from enum import Enum
from logging import Logger
from typing import List, Optional
from .Items import CivVIItemData
from .TunerClient import TunerClient, TunerConnectionException, TunerTimeoutException
class ConnectionState(Enum):
DISCONNECTED = 0
IN_GAME = 1
IN_MENU = 2
class CivVIInterface:
logger: Logger
tuner: TunerClient
last_error: Optional[str] = None
def __init__(self, logger: Logger):
self.logger = logger
self.tuner = TunerClient(logger)
async def is_in_game(self) -> ConnectionState:
command = "IsInGame()"
try:
result = await self.tuner.send_game_command(command)
if result == "false":
return ConnectionState.IN_MENU
self.last_error = None
return ConnectionState.IN_GAME
except TunerTimeoutException:
self.print_connection_error(
"Not connected to game, waiting for connection to be available")
return ConnectionState.DISCONNECTED
except TunerConnectionException as e:
if "The remote computer refused the network connection" in str(e):
self.print_connection_error(
"Unable to connect to game. Verify that the tuner is enabled. Attempting to reconnect")
else:
self.print_connection_error(
"Not connected to game, waiting for connection to be available")
return ConnectionState.DISCONNECTED
except Exception as e:
if "attempt to index a nil valuestack traceback" in str(e) \
or ".. is not supported for string .. nilstack traceback" in str(e):
return ConnectionState.IN_MENU
return ConnectionState.DISCONNECTED
def print_connection_error(self, error: str) -> None:
if error != self.last_error:
self.last_error = error
self.logger.info(error)
async def give_item_to_player(self, item: CivVIItemData, sender: str = "", amount: int = 1, game_id_override: Optional[str] = None) -> None:
if game_id_override:
item_id = f'"{game_id_override}"'
else:
item_id = item.civ_vi_id
command = f"HandleReceiveItem({item_id}, \"{item.name}\", \"{item.item_type.value}\", \"{sender}\", {amount})"
await self.tuner.send_game_command(command)
async def resync(self) -> None:
"""Has the client resend all the checked locations"""
command = "Resync()"
await self.tuner.send_game_command(command)
async def check_victory(self) -> bool:
command = "ClientGetVictory()"
result = await self.tuner.send_game_command(command)
return result == "true"
async def get_checked_locations(self) -> List[str]:
command = "GetUnsentCheckedLocations()"
result = await self.tuner.send_game_command(command, 2048 * 4)
return result.split(",")
async def get_deathlink(self) -> str:
"""returns either "false" or the name of the unit that killed the player's unit"""
command = "ClientGetDeathLink()"
result = await self.tuner.send_game_command(command)
return result
async def kill_unit(self, message: str) -> None:
command = f"KillUnit(\"{message}\")"
await self.tuner.send_game_command(command)
async def get_last_received_index(self) -> int:
command = "ClientGetLastReceivedIndex()"
result = await self.tuner.send_game_command(command)
return int(result)
async def send_notification(self, item: CivVIItemData, sender: str = "someone") -> None:
command = f"GameCore.NotificationManager:SendNotification(GameCore.NotificationTypes.USER_DEFINED_2, \"{item.name} Received\", \"You have received {item.name} from \" .. \"{sender}\", 0, {item.civ_vi_id})"
await self.tuner.send_command(command)
async def decrease_gold_by_percent(self, percent: int, message: str) -> None:
command = f"DecreaseGoldByPercent({percent}, \"{message}\")"
await self.tuner.send_game_command(command)
async def decrease_faith_by_percent(self, percent: int, message: str) -> None:
command = f"DecreaseFaithByPercent({percent}, \"{message}\")"
await self.tuner.send_game_command(command)
async def decrease_era_score_by_amount(self, amount: int, message: str) -> None:
command = f"DecreaseEraScoreByAmount({amount}, \"{message}\")"
await self.tuner.send_game_command(command)
async def set_max_allowed_era(self, count: int) -> None:
command = f"SetMaxAllowedEra(\"{count}\")"
await self.tuner.send_game_command(command)
async def get_max_allowed_era(self) -> int:
command = "ClientGetMaxAllowedEra()"
result = await self.tuner.send_game_command(command)
if result == "":
return -1
return int(result)

View File

@@ -1,228 +0,0 @@
from dataclasses import dataclass
import os
import io
from typing import TYPE_CHECKING, Dict, List, Optional, cast
import zipfile
from BaseClasses import Location
from worlds.Files import APContainer, AutoPatchRegister
from .Enum import CivVICheckType
from .Locations import CivVILocation, CivVILocationData
if TYPE_CHECKING:
from . import CivVIWorld
# Python fstrings don't allow backslashes, so we use this workaround
nl = "\n"
tab = "\t"
apo = "\'"
@dataclass
class CivTreeItem:
name: str
cost: int
ui_tree_row: int
class CivVIContainer(APContainer, metaclass=AutoPatchRegister):
"""
Responsible for generating the dynamic mod files for the Civ VI multiworld
"""
game: Optional[str] = "Civilization VI"
patch_file_ending = ".apcivvi"
def __init__(self, patch_data: Dict[str, str] | io.BytesIO, base_path: str = "", output_directory: str = "",
player: Optional[int] = None, player_name: str = "", server: str = ""):
if isinstance(patch_data, io.BytesIO):
super().__init__(patch_data, player, player_name, server)
else:
self.patch_data = patch_data
self.file_path = base_path
container_path = os.path.join(output_directory, base_path + ".apcivvi")
super().__init__(container_path, player, player_name, server)
def write_contents(self, opened_zipfile: zipfile.ZipFile) -> None:
for filename, yml in self.patch_data.items():
opened_zipfile.writestr(filename, yml)
super().write_contents(opened_zipfile)
def sanitize_value(value: str) -> str:
"""Removes values that can cause issues in XML"""
return value.replace('"', "'").replace('&', 'and')
def get_cost(world: 'CivVIWorld', location: CivVILocationData) -> int:
"""
Returns the cost of the item based on the game options
"""
# Research cost is between 50 and 150 where 100 equals the default cost
multiplier = world.options.research_cost_multiplier / 100
return int(world.location_table[location.name].cost * multiplier)
def get_formatted_player_name(world: 'CivVIWorld', player: int) -> str:
"""
Returns the name of the player in the world
"""
if player != world.player:
return sanitize_value(f"{world.multiworld.player_name[player]}{apo}s")
return "Your"
def get_advisor_type(world: 'CivVIWorld', location: Location) -> str:
if world.options.advisor_show_progression_items and location.item and location.item.advancement:
return "ADVISOR_PROGRESSIVE"
return "ADVISOR_GENERIC"
def generate_new_items(world: 'CivVIWorld') -> str:
"""
Generates the XML for the new techs/civics as well as the blockers used to prevent players from researching their own items
"""
locations: List[CivVILocation] = cast(List[CivVILocation], world.multiworld.get_filled_locations(world.player))
techs = [location for location in locations if location.location_type ==
CivVICheckType.TECH]
civics = [location for location in locations if location.location_type ==
CivVICheckType.CIVIC]
boost_techs = []
boost_civics = []
if world.options.boostsanity:
boost_techs = [location for location in locations if location.location_type == CivVICheckType.BOOST and location.name.split("_")[1] == "TECH"]
boost_civics = [location for location in locations if location.location_type == CivVICheckType.BOOST and location.name.split("_")[1] == "CIVIC"]
techs += boost_techs
civics += boost_civics
return f"""<?xml version="1.0" encoding="utf-8"?>
<GameInfo>
<Types>
<Row Type="TECH_BLOCKER" Kind="KIND_TECH" />
<Row Type="CIVIC_BLOCKER" Kind="KIND_CIVIC" />
{"".join([f'{tab}<Row Type="{tech.name}" Kind="KIND_TECH" />{nl}' for
tech in techs])}
{"".join([f'{tab}<Row Type="{civic.name}" Kind="KIND_CIVIC" />{nl}' for
civic in civics])}
</Types>
<Technologies>
<Row TechnologyType="TECH_BLOCKER" Name="TECH_BLOCKER" EraType="ERA_ANCIENT" UITreeRow="0" Cost="99999" AdvisorType="ADVISOR_GENERIC" Description="Archipelago Tech created to prevent players from researching their own tech. If you can read this, then congrats you have reached the end of your tree before beating the game!"/>
{"".join([f'{tab}<Row TechnologyType="{location.name}" '
f'Name="{get_formatted_player_name(world, location.item.player)} '
f'{sanitize_value(location.item.name)}" '
f'EraType="{world.location_table[location.name].era_type}" '
f'UITreeRow="{world.location_table[location.name].uiTreeRow}" '
f'Cost="{get_cost(world, world.location_table[location.name])}" '
f'Description="{location.name}" '
f'AdvisorType="{get_advisor_type(world, location)}"'
f'/>{nl}'
for location in techs if location.item])}
</Technologies>
<TechnologyPrereqs>
{"".join([f'{tab}<Row Technology="{location.name}" PrereqTech="TECH_BLOCKER" />{nl}' for location in boost_techs])}
</TechnologyPrereqs>
<Civics>
<Row CivicType="CIVIC_BLOCKER" Name="CIVIC_BLOCKER" EraType="ERA_ANCIENT" UITreeRow="0" Cost="99999" AdvisorType="ADVISOR_GENERIC" Description="Archipelago Civic created to prevent players from researching their own civics. If you can read this, then congrats you have reached the end of your tree before beating the game!"/>
{"".join([f'{tab}<Row CivicType="{location.name}" '
f'Name="{get_formatted_player_name(world, location.item.player)} '
f'{sanitize_value(location.item.name)}" '
f'EraType="{world.location_table[location.name].era_type}" '
f'UITreeRow="{world.location_table[location.name].uiTreeRow}" '
f'Cost="{get_cost(world, world.location_table[location.name])}" '
f'Description="{location.name}" '
f'AdvisorType="{get_advisor_type(world, location)}"'
f'/>{nl}'
for location in civics if location.item])}
</Civics>
<CivicPrereqs>
{"".join([f'{tab}<Row Civic="{location.name}" PrereqCivic="CIVIC_BLOCKER" />{nl}' for location in boost_civics])}
</CivicPrereqs>
<Civics_XP2>
{"".join([f'{tab}<Row CivicType="{location.name}" HiddenUntilPrereqComplete="true" RandomPrereqs="false"/>{nl}' for location in civics if world.options.hide_item_names])}
</Civics_XP2>
<Technologies_XP2>
{"".join([f'{tab}<Row TechnologyType="{location.name}" HiddenUntilPrereqComplete="true" RandomPrereqs="false"/>{nl}' for location in techs if world.options.hide_item_names])}
</Technologies_XP2>
</GameInfo>
"""
def generate_setup_file(world: 'CivVIWorld') -> str:
"""
Generates the Lua for the setup file. This sets initial variables and state that affect gameplay around Progressive Eras
"""
setup = "-- Setup"
if world.options.progression_style == "eras_and_districts":
setup += f"""
-- Init Progressive Era Value if it hasn't been set already
if Game.GetProperty("MaxAllowedEra") == nil then
print("Setting MaxAllowedEra to 0")
Game.SetProperty("MaxAllowedEra", 0)
end
"""
if world.options.boostsanity:
setup += f"""
-- Init Boosts
if Game.GetProperty("BoostsAsChecks") == nil then
print("Setting Boosts As Checks to True")
Game.SetProperty("BoostsAsChecks", true)
end
"""
return setup
def generate_goody_hut_sql(world: 'CivVIWorld') -> str:
"""
Generates the SQL for the goody huts or an empty string if they are disabled since the mod expects the file to be there
"""
if world.options.shuffle_goody_hut_rewards:
return f"""
UPDATE GoodyHutSubTypes SET Description = NULL WHERE GoodyHut NOT IN ('METEOR_GOODIES', 'GOODYHUT_SAILOR_WONDROUS', 'DUMMY_GOODY_BUILDIER') AND Weight > 0;
INSERT INTO Modifiers
(ModifierId, ModifierType, RunOnce, Permanent, SubjectRequirementSetId)
SELECT ModifierID||'_AI', ModifierType, RunOnce, Permanent, 'PLAYER_IS_AI'
FROM Modifiers
WHERE EXISTS (
SELECT ModifierId
FROM GoodyHutSubTypes
WHERE Modifiers.ModifierId = GoodyHutSubTypes.ModifierId AND GoodyHutSubTypes.GoodyHut NOT IN ('METEOR_GOODIES', 'GOODYHUT_SAILOR_WONDROUS', 'DUMMY_GOODY_BUILDIER') AND GoodyHutSubTypes.Weight > 0);
INSERT INTO ModifierArguments
(ModifierId, Name, Type, Value)
SELECT ModifierID||'_AI', Name, Type, Value
FROM ModifierArguments
WHERE EXISTS (
SELECT ModifierId
FROM GoodyHutSubTypes
WHERE ModifierArguments.ModifierId = GoodyHutSubTypes.ModifierId AND GoodyHutSubTypes.GoodyHut NOT IN ('METEOR_GOODIES', 'GOODYHUT_SAILOR_WONDROUS', 'DUMMY_GOODY_BUILDIER') AND GoodyHutSubTypes.Weight > 0);
UPDATE GoodyHutSubTypes
SET ModifierID = ModifierID||'_AI'
WHERE GoodyHut NOT IN ('METEOR_GOODIES', 'GOODYHUT_SAILOR_WONDROUS', 'DUMMY_GOODY_BUILDIER') AND Weight > 0;
"""
return "-- Goody Huts are disabled, no changes needed"
def generate_update_boosts_sql(world: 'CivVIWorld') -> str:
"""
Generates the SQL for existing boosts in boostsanity or an empty string if they are disabled since the mod expects the file to be there
"""
if world.options.boostsanity:
return f"""
UPDATE Boosts
SET TechnologyType = 'BOOST_' || TechnologyType
WHERE TechnologyType IS NOT NULL;
UPDATE Boosts
SET CivicType = 'BOOST_' || CivicType
WHERE CivicType IS NOT NULL AND CivicType NOT IN ('CIVIC_CORPORATE_LIBERTARIANISM', 'CIVIC_DIGITAL_DEMOCRACY', 'CIVIC_SYNTHETIC_TECHNOCRACY', 'CIVIC_NEAR_FUTURE_GOVERNANCE');
"""
return "-- Boostsanity is disabled, no changes needed"

View File

@@ -1,70 +0,0 @@
from typing import Dict, List
from .ItemData import (
CivVIBoostData,
CivicPrereqData,
ExistingItemData,
GoodyHutRewardData,
NewItemData,
TechPrereqData,
)
def get_boosts_data() -> List[CivVIBoostData]:
from .data.boosts import boosts
return boosts
def get_era_required_items_data() -> Dict[str, List[str]]:
from .data.era_required_items import era_required_items
return era_required_items
def get_existing_civics_data() -> List[ExistingItemData]:
from .data.existing_civics import existing_civics
return existing_civics
def get_existing_techs_data() -> List[ExistingItemData]:
from .data.existing_tech import existing_tech
return existing_tech
def get_goody_hut_rewards_data() -> List[GoodyHutRewardData]:
from .data.goody_hut_rewards import reward_data
return reward_data
def get_new_civic_prereqs_data() -> List[CivicPrereqData]:
from .data.new_civic_prereqs import new_civic_prereqs
return new_civic_prereqs
def get_new_civics_data() -> List[NewItemData]:
from .data.new_civics import new_civics
return new_civics
def get_new_tech_prereqs_data() -> List[TechPrereqData]:
from .data.new_tech_prereqs import new_tech_prereqs
return new_tech_prereqs
def get_new_techs_data() -> List[NewItemData]:
from .data.new_tech import new_tech
return new_tech
def get_progressive_districts_data() -> Dict[str, List[str]]:
from .data.progressive_districts import progressive_districts
return progressive_districts

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