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75 Commits

Author SHA1 Message Date
black-sliver
e8dc0dc592 Merge remote-tracking branch 'imurx/custom-port-range' into active/rc-site 2026-03-10 22:05:58 +01:00
black-sliver
e8f014fcc8 Merge branch 'feat/data-package-cache' into active/rc-site 2026-03-10 22:00:09 +01:00
black-sliver
89085ea7b8 Mark WebHost as beta 2026-03-10 21:56:50 +01:00
Uriel
d57b3078b5 use generator expressions 2026-03-09 16:41:17 -03:00
Uriel
baad3ceede Update WebHostLib/customserver.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2026-03-09 16:33:54 -03:00
Uriel
bd3686597f remove unused import 2026-03-09 13:56:14 -03:00
Uriel
805b978403 Apply suggestions from code review
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2026-03-09 13:55:34 -03:00
Uriel
aff006a85f Update WebHostLib/customserver.py
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2026-03-09 07:00:44 -03:00
Uriel
1748048b44 Apply suggestions from code review
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2026-03-09 05:09:05 -03:00
Uriel
8421ccce12 reduce range on macOS 2026-03-09 04:26:18 -03:00
Uriel
f76ea191c1 make the range lesser for port test 2026-03-09 03:26:48 -03:00
Uriel
f81e2fdf73 simplify parse game port tests to one assertListEqual 2026-03-09 00:32:25 -03:00
Uriel
07e2381cbb try to prevent busy-looping on create random port socket when doing test 2026-03-08 21:01:19 -03:00
Uriel
7f2be5f0f5 add more test cases for parse_game_ports 2026-03-08 14:49:06 -03:00
Uriel
2725720406 reformat file and change create_random_port_socket test 2026-03-08 07:01:29 -03:00
Uriel
10d2908339 add tests 2026-03-08 06:32:22 -03:00
Uriel
9653c8d29c simplify tuple conversion check 2026-03-07 22:50:04 -03:00
Uriel
62afec9733 Update WebHostLib/customserver.py
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2026-03-07 22:24:13 -03:00
Uriel
62f56e165a add return type to weighted random 2026-03-07 18:10:44 -03:00
Uriel
eebd83df76 fix while loop 2026-03-07 17:48:21 -03:00
Uriel
33f03387c4 this should check all usable ports before failing 2026-03-07 17:37:50 -03:00
Uriel
779dd46658 do it the duck way 2026-03-07 17:26:54 -03:00
Uriel
4ea7fbbcba only use ranges 2026-03-07 17:18:03 -03:00
Uriel
9ab7c56791 use a named tuple on parse_game_ports 2026-03-07 17:13:50 -03:00
Uriel
e2823aa044 Apply suggestions from code review
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
2026-03-07 16:52:57 -03:00
Uriel
368eafae86 fix random choices and move game_port conversion into tuple 2026-03-07 16:30:20 -03:00
Uriel
6779b4fcf3 fix last_used_ports not being updated locally 2026-03-07 15:09:53 -03:00
Uriel
6a94a9e6ca change game_ports to be tuple 2026-03-07 15:02:08 -03:00
Uriel
c290386950 lazy init get_used_ports 2026-03-07 14:59:33 -03:00
Uriel
60773ddf83 rename variables and functions 2026-03-07 14:43:06 -03:00
Uriel
980a229aaa fix net_connections not working on macOS 2026-03-05 19:07:44 -03:00
black-sliver
2bec17b397 Merge branch 'main' into feat/data-package-cache 2026-03-05 21:24:50 +00:00
black-sliver
821645a881 MultiServer, customserver: cache: rename module 2026-03-05 22:17:10 +01:00
Uriel
f03d1cad3e use weights for random port and remove more-itertools 2026-03-05 17:01:08 -03:00
Uriel
551dbf44f6 fix some reviews 2026-03-05 16:03:29 -03:00
Uriel
61f893437a Apply suggestions from code review
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
2026-03-05 15:51:09 -03:00
Uriel
08a6ee2b3a fix port randomizer 2026-03-05 11:15:33 -03:00
Uriel
b0615590fc add used ports cache and filter used ports when looking for ports 2026-03-05 10:34:33 -03:00
Uriel
0a0faefab2 reuse sockets with websockets api instead of opening and closing them 2026-03-05 09:53:23 -03:00
Uriel
d6473fa0ed fix value type bug on ephemeral type 2026-03-05 08:42:09 -03:00
Uriel
f8b730308d use yaml lists instead of string for config 2026-03-05 08:35:51 -03:00
Uriel
8800124c4e try fixing test with try 2026-03-05 08:08:45 -03:00
Uriel
88dc83e557 remove unused argument 2026-03-05 07:47:32 -03:00
Uriel
ed77f58f13 fix what reviewers said and add some improvements 2026-03-05 07:42:33 -03:00
Uriel
9b098d6f6a Merge branch 'main' into custom-port-range 2026-03-05 05:16:44 -03:00
black-sliver
055acf4826 Test: move customserver tests to not interfere with webhost 2026-03-01 00:14:16 +00:00
black-sliver
2ec4be6f1f customserver: cache: reformat 2026-02-28 21:02:34 +01:00
black-sliver
9996c12ef9 MultiServer, customserver: cache: typing improvements 2026-02-28 20:56:07 +01:00
black-sliver
1346a89a4a customserver: games package cache: fix py3.11 compat 2026-02-28 20:56:07 +01:00
black-sliver
a294e1cdc9 customserver: make WebHost import lazy in games package cache
and fix test
2026-02-28 20:56:07 +01:00
black-sliver
aad980a3a2 Test, MultiServer: reorder imports
Hopefully this fixes the random test failures with pytest-xdist
2026-02-28 19:19:27 +01:00
black-sliver
6f7fce9c73 Test, MultiServer, customser: add tests for games package cache 2026-02-28 15:36:17 +01:00
black-sliver
63bc205dab customserver: typing cleanup in games package cache 2026-02-28 15:35:24 +01:00
black-sliver
4a355f3585 customserver: handle missing checksum in datapackage cache 2026-02-28 15:34:58 +01:00
black-sliver
1cdd657068 MultiServer: improve string deduplication in games package cache 2026-02-28 15:34:10 +01:00
black-sliver
f4ec119900 MultiServer: fix data package cache for missing checksum case 2026-02-27 01:32:56 +01:00
black-sliver
9c00b546dd MultiServer, customserver: minor formatting fixes 2026-02-27 01:24:52 +01:00
black-sliver
59051cda24 MultiServer: fix string deduplication in data package cache 2026-02-27 01:23:28 +01:00
black-sliver
9489a950cb MultiServer, customserver: move data package handling
Create a new class that handles conversion worlds+embedded -> context data.
Create a derived class that uses static_server_data+pony instead.
There is also a not very efficient feature to deduplicate strings (may need perf testing).

By moving code around, we can simplify a lot of the world loading.
Where code lines were touched, some typing and some reformatting was added.
The back compat for GetDataPackage without games was finally dropped.
This was done as a cleanup because the refactoring touched those lines anyway.

Also reworked the per-context dicts and the RoomInfo to hopefully be more efficient
by ignoring unused games. (Generating the list of used games was required for the new
code anyway.)

Side effect of the MultiServer cache: we now load worlds lazily (but still all at once)
and don't modify the games package in place. If needed we create copies.
This almost gets us to the point where MultiServer doesn't need worlds - it still needs
them for the forbidden items.
There is a bonus optimization that deduplicates strings in name_groups that may have bad
performance and may need some perf testing if we run into issues.
2026-02-27 00:53:34 +01:00
Lexipherous
60f6f0f8a8 Merge branch 'main' into main 2025-03-21 09:57:36 +00:00
Lexipherous
7c1726bcc7 Update requirements.txt
Settings requirements to main core branch
2025-03-21 09:57:17 +00:00
Lexipherous
16b47b0a7f Merge branch 'main' into main 2025-03-18 16:13:59 +00:00
lexipherous
41b0c7edc6 Removed dead import from customserver.py 2025-03-18 16:06:48 +00:00
Lexipherous
4d5853d8e3 Merge branch 'main' into HEAD
# Conflicts:
#	WebHostLib/autolauncher.py
#	WebHostLib/customserver.py
2025-02-09 17:45:26 +00:00
Lexipherous
8f4e4cf6b2 Updated soft-fail message 2024-02-04 18:47:08 +00:00
Lexipherous
e5f168e2dd Merge remote-tracking branch 'archipelago-main/main' into HEAD 2024-02-04 18:42:50 +00:00
Lexipherous
e1df5b75ff Merge remote-tracking branch 'archipelago-main/main' into HEAD 2024-01-07 18:02:05 +00:00
Lexipherous
6dd2367696 Merge tag '0.4.4' into HEAD 2024-01-07 17:59:10 +00:00
Lexipherous
9aae61ce0e Merge remote-tracking branch 'origin/main' into HEAD
# Conflicts:
#	WebHostLib/customserver.py
2023-11-26 23:37:40 +00:00
Fabian Dill
65661e384b Merge branch 'main' into main 2023-09-10 07:24:22 +02:00
Lexipherous
7ba531fb27 Merge remote-tracking branch 'origin/main' 2023-09-09 14:52:11 +01:00
Lexipherous
1815645994 - Added better fallback to default port range when a custom range fails
- Updated config to be clearer
2023-09-09 14:50:37 +01:00
Lexipherous
b326045cb7 Added ability to define custom port ranges the WebHost will use for game servers, instead of pure random. 2023-09-09 14:50:37 +01:00
Lexipherous
392a45ec89 - Added better fallback to default port range when a custom range fails
- Updated config to be clearer
2023-09-09 14:40:52 +01:00
Lexipherous
354c9aea4c Added ability to define custom port ranges the WebHost will use for game servers, instead of pure random. 2023-08-30 22:54:37 +01:00
210 changed files with 6370 additions and 4270 deletions

View File

@@ -3,7 +3,6 @@
"../BizHawkClient.py",
"../Patch.py",
"../rule_builder/cached_world.py",
"../rule_builder/field_resolvers.py",
"../rule_builder/options.py",
"../rule_builder/rules.py",
"../test/param.py",
@@ -19,7 +18,6 @@
"../test/programs/test_multi_server.py",
"../test/utils/__init__.py",
"../test/webhost/test_descriptions.py",
"../test/webhost/test_suuid.py",
"../worlds/AutoSNIClient.py",
"type_check.py"
],

View File

@@ -14,8 +14,6 @@ env:
BEFORE: ${{ github.event.before }}
AFTER: ${{ github.event.after }}
permissions: {}
jobs:
flake8-or-mypy:
strategy:
@@ -27,7 +25,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v6.0.2
- uses: actions/checkout@v4
- name: "Determine modified files (pull_request)"
if: github.event_name == 'pull_request'
@@ -52,7 +50,7 @@ jobs:
run: |
echo "diff=." >> $GITHUB_ENV
- uses: actions/setup-python@v6.2.0
- uses: actions/setup-python@v5
if: env.diff != ''
with:
python-version: '3.11'

View File

@@ -41,9 +41,9 @@ jobs:
runs-on: windows-latest
steps:
# - copy code below to release.yml -
- uses: actions/checkout@v6.0.2
- uses: actions/checkout@v4
- name: Install python
uses: actions/setup-python@v6.2.0
uses: actions/setup-python@v5
with:
python-version: '~3.12.7'
check-latest: true
@@ -82,7 +82,7 @@ jobs:
# - copy code above to release.yml -
- name: Attest Build
if: ${{ github.event_name == 'workflow_dispatch' }}
uses: actions/attest@v4.1.0
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher.exe
@@ -110,17 +110,18 @@ jobs:
cp Players/Templates/VVVVVV.yaml Players/
timeout 30 ./ArchipelagoGenerate
- name: Store 7z
uses: actions/upload-artifact@v7.0.0
uses: actions/upload-artifact@v4
with:
name: ${{ env.ZIP_NAME }}
path: dist/${{ env.ZIP_NAME }}
archive: false
compression-level: 0 # .7z is incompressible by zip
if-no-files-found: error
retention-days: 7 # keep for 7 days, should be enough
- name: Store Setup
uses: actions/upload-artifact@v7.0.0
uses: actions/upload-artifact@v4
with:
name: ${{ env.SETUP_NAME }}
path: setups/${{ env.SETUP_NAME }}
archive: false
if-no-files-found: error
retention-days: 7 # keep for 7 days, should be enough
@@ -128,14 +129,14 @@ jobs:
runs-on: ubuntu-22.04
steps:
# - copy code below to release.yml -
- uses: actions/checkout@v6.0.2
- uses: actions/checkout@v4
- name: Install base dependencies
run: |
sudo apt update
sudo apt -y install build-essential p7zip xz-utils wget libglib2.0-0
sudo apt -y install python3-gi libgirepository1.0-dev # should pull dependencies for gi installation below
- name: Get a recent python
uses: actions/setup-python@v6.2.0
uses: actions/setup-python@v5
with:
python-version: '~3.12.7'
check-latest: true
@@ -172,7 +173,7 @@ jobs:
# - copy code above to release.yml -
- name: Attest Build
if: ${{ github.event_name == 'workflow_dispatch' }}
uses: actions/attest@v4.1.0
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher
@@ -203,17 +204,17 @@ jobs:
cp Players/Templates/VVVVVV.yaml Players/
timeout 30 ./ArchipelagoGenerate
- name: Store AppImage
uses: actions/upload-artifact@v7.0.0
uses: actions/upload-artifact@v4
with:
name: ${{ env.APPIMAGE_NAME }}
path: dist/${{ env.APPIMAGE_NAME }}
archive: false
# TODO: decide if we want to also upload the zsync
if-no-files-found: error
retention-days: 7
- name: Store .tar.gz
uses: actions/upload-artifact@v7.0.0
uses: actions/upload-artifact@v4
with:
name: ${{ env.TAR_NAME }}
path: dist/${{ env.TAR_NAME }}
archive: false
compression-level: 0 # .gz is incompressible by zip
if-no-files-found: error
retention-days: 7

View File

@@ -17,26 +17,17 @@ on:
paths:
- '**.py'
- '**.js'
- '.github/workflows/*.yml'
- '.github/workflows/*.yaml'
- '**/action.yml'
- '**/action.yaml'
- '.github/workflows/codeql-analysis.yml'
pull_request:
# The branches below must be a subset of the branches above
branches: [ main ]
paths:
- '**.py'
- '**.js'
- '.github/workflows/*.yml'
- '.github/workflows/*.yaml'
- '**/action.yml'
- '**/action.yaml'
- '.github/workflows/codeql-analysis.yml'
schedule:
- cron: '44 8 * * 1'
permissions:
security-events: write
jobs:
analyze:
name: Analyze
@@ -45,17 +36,18 @@ jobs:
strategy:
fail-fast: false
matrix:
language: [ 'javascript', 'python', 'actions' ]
language: [ 'javascript', 'python' ]
# CodeQL supports [ 'cpp', 'csharp', 'go', 'java', 'javascript', 'python' ]
# Learn more:
# https://docs.github.com/en/free-pro-team@latest/github/finding-security-vulnerabilities-and-errors-in-your-code/configuring-code-scanning#changing-the-languages-that-are-analyzed
steps:
- name: Checkout repository
uses: actions/checkout@v6.0.2
uses: actions/checkout@v4
# Initializes the CodeQL tools for scanning.
- name: Initialize CodeQL
uses: github/codeql-action/init@v4.35.1
uses: github/codeql-action/init@v3
with:
languages: ${{ matrix.language }}
# If you wish to specify custom queries, you can do so here or in a config file.
@@ -66,7 +58,7 @@ jobs:
# Autobuild attempts to build any compiled languages (C/C++, C#, or Java).
# If this step fails, then you should remove it and run the build manually (see below)
- name: Autobuild
uses: github/codeql-action/autobuild@v4.35.1
uses: github/codeql-action/autobuild@v3
# Command-line programs to run using the OS shell.
# 📚 https://git.io/JvXDl
@@ -80,4 +72,4 @@ jobs:
# make release
- name: Perform CodeQL Analysis
uses: github/codeql-action/analyze@v4.35.1
uses: github/codeql-action/analyze@v3

View File

@@ -24,8 +24,6 @@ on:
- '**/CMakeLists.txt'
- '.github/workflows/ctest.yml'
permissions: {}
jobs:
ctest:
runs-on: ${{ matrix.os }}
@@ -37,7 +35,7 @@ jobs:
os: [ubuntu-latest, windows-latest]
steps:
- uses: actions/checkout@v6.0.2
- uses: actions/checkout@v4
- uses: ilammy/msvc-dev-cmd@0b201ec74fa43914dc39ae48a89fd1d8cb592756
if: startsWith(matrix.os,'windows')
- uses: Bacondish2023/setup-googletest@49065d1f7a6d21f6134864dd65980fe5dbe06c73

View File

@@ -19,8 +19,6 @@ on:
env:
REGISTRY: ghcr.io
permissions: {}
jobs:
prepare:
runs-on: ubuntu-latest
@@ -31,7 +29,7 @@ jobs:
package-name: ${{ steps.package.outputs.name }}
steps:
- name: Checkout repository
uses: actions/checkout@v6.0.2
uses: actions/checkout@v4
- name: Set lowercase image name
id: image
@@ -45,7 +43,7 @@ jobs:
- name: Extract metadata
id: meta
uses: docker/metadata-action@v6.0.0
uses: docker/metadata-action@v5
with:
images: ${{ env.REGISTRY }}/${{ steps.image.outputs.name }}
tags: |
@@ -94,13 +92,13 @@ jobs:
cache-scope: arm64
steps:
- name: Checkout repository
uses: actions/checkout@v6.0.2
uses: actions/checkout@v4
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@4d04d5d9486b7bd6fa91e7baf45bbb4f8b9deedd # v4.0.0
uses: docker/setup-buildx-action@v3
- name: Log in to GitHub Container Registry
uses: docker/login-action@b45d80f862d83dbcd57f89517bcf500b2ab88fb2 # v4.0.0
uses: docker/login-action@v3
with:
registry: ${{ env.REGISTRY }}
username: ${{ github.actor }}
@@ -117,7 +115,7 @@ jobs:
echo "tags=$(IFS=','; echo "${suffixed[*]}")" >> $GITHUB_OUTPUT
- name: Build and push Docker image
uses: docker/build-push-action@v7.0.0
uses: docker/build-push-action@v5
with:
context: .
file: ./Dockerfile
@@ -137,7 +135,7 @@ jobs:
packages: write
steps:
- name: Log in to GitHub Container Registry
uses: docker/login-action@b45d80f862d83dbcd57f89517bcf500b2ab88fb2 # v4.0.0
uses: docker/login-action@v3
with:
registry: ${{ env.REGISTRY }}
username: ${{ github.actor }}

View File

@@ -14,7 +14,7 @@ jobs:
name: 'Apply content-based labels'
runs-on: ubuntu-latest
steps:
- uses: actions/labeler@v6.0.1
- uses: actions/labeler@v5
with:
sync-labels: false
peer_review:

View File

@@ -29,7 +29,7 @@ jobs:
- name: Set env
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV # tag x.y.z will become "Archipelago x.y.z"
- name: Create Release
uses: softprops/action-gh-release@b4309332981a82ec1c5618f44dd2e27cc8bfbfda # v3.0.0
uses: softprops/action-gh-release@975c1b265e11dd76618af1c374e7981f9a6ff44a
with:
draft: true # don't publish right away, especially since windows build is added by hand
prerelease: false
@@ -48,9 +48,9 @@ jobs:
shell: bash
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
# - code below copied from build.yml -
- uses: actions/checkout@v6.0.2
- uses: actions/checkout@v4
- name: Install python
uses: actions/setup-python@v6.2.0
uses: actions/setup-python@v5
with:
python-version: '~3.12.7'
check-latest: true
@@ -88,7 +88,7 @@ jobs:
echo "SETUP_NAME=$SETUP_NAME" >> $Env:GITHUB_ENV
# - code above copied from build.yml -
- name: Attest Build
uses: actions/attest@v4.1.0
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher.exe
@@ -97,15 +97,13 @@ jobs:
build/exe.*/ArchipelagoServer.exe
setups/*
- name: Add to Release
uses: softprops/action-gh-release@b4309332981a82ec1c5618f44dd2e27cc8bfbfda # v3.0.0
uses: softprops/action-gh-release@975c1b265e11dd76618af1c374e7981f9a6ff44a
with:
draft: true # see above
prerelease: false
name: Archipelago ${{ env.RELEASE_VERSION }}
files: |
setups/*
fail_on_unmatched_files: true
overwrite_files: false # Windows release is usually built by hand
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
@@ -116,14 +114,14 @@ jobs:
- name: Set env
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
# - code below copied from build.yml -
- uses: actions/checkout@v6.0.2
- uses: actions/checkout@v4
- name: Install base dependencies
run: |
sudo apt update
sudo apt -y install build-essential p7zip xz-utils wget libglib2.0-0
sudo apt -y install python3-gi libgirepository1.0-dev # should pull dependencies for gi installation below
- name: Get a recent python
uses: actions/setup-python@v6.2.0
uses: actions/setup-python@v5
with:
python-version: '~3.12.7'
check-latest: true
@@ -159,7 +157,7 @@ jobs:
echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV
# - code above copied from build.yml -
- name: Attest Build
uses: actions/attest@v4.1.0
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher
@@ -167,14 +165,12 @@ jobs:
build/exe.*/ArchipelagoServer
dist/*
- name: Add to Release
uses: softprops/action-gh-release@b4309332981a82ec1c5618f44dd2e27cc8bfbfda # v3.0.0
uses: softprops/action-gh-release@975c1b265e11dd76618af1c374e7981f9a6ff44a
with:
draft: true # see above
prerelease: false
name: Archipelago ${{ env.RELEASE_VERSION }}
files: |
dist/*
fail_on_unmatched_files: true
overwrite_files: false # should never happen; avoids accidentally changing a release
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}

View File

@@ -28,14 +28,12 @@ on:
- 'requirements.txt'
- '.github/workflows/scan-build.yml'
permissions: {}
jobs:
scan-build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v6.0.2
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Install newer Clang
@@ -47,7 +45,7 @@ jobs:
run: |
sudo apt install clang-tools-19
- name: Get a recent python
uses: actions/setup-python@v6.2.0
uses: actions/setup-python@v5
with:
python-version: '3.11'
- name: Install dependencies
@@ -61,9 +59,7 @@ jobs:
scan-build-19 --status-bugs -o scan-build-reports -disable-checker deadcode.DeadStores python setup.py build -y
- name: Store report
if: failure()
uses: actions/upload-artifact@v7.0.0
uses: actions/upload-artifact@v4
with:
name: scan-build-reports
path: scan-build-reports
compression-level: 9 # highly compressible
if-no-files-found: error

View File

@@ -14,15 +14,13 @@ on:
- ".github/workflows/strict-type-check.yml"
- "**.pyi"
permissions: {}
jobs:
pyright:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v6.0.2
- uses: actions/checkout@v4
- uses: actions/setup-python@v6.2.0
- uses: actions/setup-python@v5
with:
python-version: "3.11"

View File

@@ -29,8 +29,6 @@ on:
- '!.github/workflows/**'
- '.github/workflows/unittests.yml'
permissions: {}
jobs:
unit:
runs-on: ${{ matrix.os }}
@@ -53,9 +51,9 @@ jobs:
os: macos-latest
steps:
- uses: actions/checkout@v6.0.2
- uses: actions/checkout@v4
- name: Set up Python ${{ matrix.python.version }}
uses: actions/setup-python@v6.2.0
uses: actions/setup-python@v5
with:
python-version: ${{ matrix.python.version }}
- name: Install dependencies
@@ -80,9 +78,9 @@ jobs:
- {version: '3.13'} # current
steps:
- uses: actions/checkout@v6.0.2
- uses: actions/checkout@v4
- name: Set up Python ${{ matrix.python.version }}
uses: actions/setup-python@v6.2.0
uses: actions/setup-python@v5
with:
python-version: ${{ matrix.python.version }}
- name: Install dependencies

1
.gitignore vendored
View File

@@ -45,7 +45,6 @@ EnemizerCLI/
/SNI/
/sni-*/
/appimagetool*
/VC_redist.x64.exe
/host.yaml
/options.yaml
/config.yaml

View File

@@ -773,7 +773,7 @@ class CommonContext:
if len(parts) == 1:
parts = title.split(', ', 1)
if len(parts) > 1:
text = f"{parts[1]}\n\n{text}" if text else parts[1]
text = parts[1] + '\n\n' + text
title = parts[0]
# display error
self._messagebox = MessageBox(title, text, error=True)
@@ -896,8 +896,6 @@ async def server_loop(ctx: CommonContext, address: typing.Optional[str] = None)
"May not be running Archipelago on that address or port.")
except websockets.InvalidURI:
ctx.handle_connection_loss("Failed to connect to the multiworld server (invalid URI)")
except asyncio.TimeoutError:
ctx.handle_connection_loss("Failed to connect to the multiworld server. Connection timed out.")
except OSError:
ctx.handle_connection_loss("Failed to connect to the multiworld server")
except Exception:

View File

@@ -87,8 +87,7 @@ def main(args=None) -> tuple[argparse.Namespace, int]:
seed = get_seed(args.seed)
if __name__ == "__main__":
Utils.init_logging(f"Generate_{seed}", loglevel=args.log_level, add_timestamp=args.log_time)
Utils.init_logging(f"Generate_{seed}", loglevel=args.log_level, add_timestamp=args.log_time)
random.seed(seed)
seed_name = get_seed_name(random)

View File

@@ -29,8 +29,8 @@ if __name__ == "__main__":
import settings
import Utils
from Utils import (env_cleared_lib_path, init_logging, is_frozen, is_linux, is_macos, is_windows, local_path,
messagebox, open_filename, user_path)
from Utils import (init_logging, is_frozen, is_linux, is_macos, is_windows, local_path, messagebox, open_filename,
user_path)
if __name__ == "__main__":
init_logging('Launcher')
@@ -52,7 +52,10 @@ def open_host_yaml():
webbrowser.open(file)
return
env = env_cleared_lib_path()
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
subprocess.Popen([exe, file], env=env)
def open_patch():
@@ -103,7 +106,10 @@ def open_folder(folder_path):
return
if exe:
env = env_cleared_lib_path()
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
subprocess.Popen([exe, folder_path], env=env)
else:
logging.warning(f"No file browser available to open {folder_path}")
@@ -196,32 +202,22 @@ def get_exe(component: str | Component) -> Sequence[str] | None:
return [sys.executable, local_path(f"{component.script_name}.py")] if component.script_name else None
def launch(exe: Sequence[str], in_terminal: bool = False) -> bool:
"""Runs the given command/args in `exe` in a new process.
If `in_terminal` is True, it will attempt to run in a terminal window,
and the return value will indicate whether one was found."""
def launch(exe, in_terminal=False):
if in_terminal:
if is_windows:
# intentionally using a window title with a space so it gets quoted and treated as a title
subprocess.Popen(["start", "Running Archipelago", *exe], shell=True)
return True
return
elif is_linux:
terminal = which("x-terminal-emulator") or which("konsole") or which("gnome-terminal") or which("xterm")
terminal = which('x-terminal-emulator') or which('gnome-terminal') or which('xterm')
if terminal:
# Clear LD_LIB_PATH during terminal startup, but set it again when running command in case it's needed
ld_lib_path = os.environ.get("LD_LIBRARY_PATH")
lib_path_setter = f"env LD_LIBRARY_PATH={shlex.quote(ld_lib_path)} " if ld_lib_path else ""
env = env_cleared_lib_path()
subprocess.Popen([terminal, "-e", lib_path_setter + shlex.join(exe)], env=env)
return True
subprocess.Popen([terminal, '-e', shlex.join(exe)])
return
elif is_macos:
terminal = [which("open"), "-W", "-a", "Terminal.app"]
terminal = [which('open'), '-W', '-a', 'Terminal.app']
subprocess.Popen([*terminal, *exe])
return True
return
subprocess.Popen(exe)
return False
def create_shortcut(button: Any, component: Component) -> None:
@@ -410,17 +406,12 @@ def run_gui(launch_components: list[Component], args: Any) -> None:
@staticmethod
def component_action(button):
open_text = "Opening in a new window..."
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:
# Note: if we want to draw the Snackbar before running func, func needs to be wrapped in schedule_once
button.component.func()
else:
# if launch returns False, it started the process in background (not in a new terminal)
if not launch(get_exe(button.component), button.component.cli) and button.component.cli:
open_text = "Running in the background..."
MDSnackbar(MDSnackbarText(text=open_text), y=dp(24), pos_hint={"center_x": 0.5},
size_hint_x=0.5).open()
launch(get_exe(button.component), button.component.cli)
def _on_drop_file(self, window: Window, filename: bytes, x: int, y: int) -> None:
""" When a patch file is dropped into the window, run the associated component. """

View File

@@ -44,8 +44,9 @@ import NetUtils
import Utils
from Utils import version_tuple, restricted_loads, Version, async_start, get_intended_text
from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, NetworkPlayer, Permission, NetworkSlot, \
SlotType, LocationStore, MultiData, Hint, HintStatus
SlotType, LocationStore, MultiData, Hint, HintStatus, GamesPackage
from BaseClasses import ItemClassification
from apmw.multiserver.gamespackagecache import GamesPackageCache
min_client_version = Version(0, 5, 0)
@@ -241,21 +242,38 @@ class Context:
slot_info: typing.Dict[int, NetworkSlot]
generator_version = Version(0, 0, 0)
checksums: typing.Dict[str, str]
played_games: set[str]
item_names: typing.Dict[str, typing.Dict[int, str]]
item_name_groups: typing.Dict[str, typing.Dict[str, typing.Set[str]]]
item_name_groups: typing.Dict[str, typing.Dict[str, list[str]]]
location_names: typing.Dict[str, typing.Dict[int, str]]
location_name_groups: typing.Dict[str, typing.Dict[str, typing.Set[str]]]
location_name_groups: typing.Dict[str, typing.Dict[str, list[str]]]
all_item_and_group_names: typing.Dict[str, typing.Set[str]]
all_location_and_group_names: typing.Dict[str, typing.Set[str]]
non_hintable_names: typing.Dict[str, typing.AbstractSet[str]]
spheres: typing.List[typing.Dict[int, typing.Set[int]]]
""" each sphere is { player: { location_id, ... } } """
games_package_cache: GamesPackageCache
logger: logging.Logger
def __init__(self, host: str, port: int, server_password: str, password: str, location_check_points: int,
hint_cost: int, item_cheat: bool, release_mode: str = "disabled", collect_mode="disabled",
countdown_mode: str = "auto", remaining_mode: str = "disabled", auto_shutdown: typing.SupportsFloat = 0,
compatibility: int = 2, log_network: bool = False, logger: logging.Logger = logging.getLogger()):
def __init__(
self,
host: str,
port: int,
server_password: str,
password: str,
location_check_points: int,
hint_cost: int,
item_cheat: bool,
release_mode: str = "disabled",
collect_mode="disabled",
countdown_mode: str = "auto",
remaining_mode: str = "disabled",
auto_shutdown: typing.SupportsFloat = 0,
compatibility: int = 2,
log_network: bool = False,
games_package_cache: GamesPackageCache | None = None,
logger: logging.Logger = logging.getLogger(),
) -> None:
self.logger = logger
super(Context, self).__init__()
self.slot_info = {}
@@ -306,6 +324,7 @@ class Context:
self.save_dirty = False
self.tags = ['AP']
self.games: typing.Dict[int, str] = {}
self.played_games = set()
self.minimum_client_versions: typing.Dict[int, Version] = {}
self.seed_name = ""
self.groups = {}
@@ -315,9 +334,10 @@ class Context:
self.stored_data_notification_clients = collections.defaultdict(weakref.WeakSet)
self.read_data = {}
self.spheres = []
self.games_package_cache = games_package_cache or GamesPackageCache()
# init empty to satisfy linter, I suppose
self.gamespackage = {}
self.reduced_games_package = {}
self.checksums = {}
self.item_name_groups = {}
self.location_name_groups = {}
@@ -329,50 +349,11 @@ 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:
self.checksums[game_name] = game_package["checksum"]
for item_name, item_id in game_package["item_name_to_id"].items():
self.item_names[game_name][item_id] = item_name
for location_name, location_id in game_package["location_name_to_id"].items():
self.location_names[game_name][location_id] = location_name
self.all_item_and_group_names[game_name] = \
set(game_package["item_name_to_id"]) | set(self.item_name_groups[game_name])
self.all_location_and_group_names[game_name] = \
set(game_package["location_name_to_id"]) | set(self.location_name_groups.get(game_name, []))
archipelago_item_names = self.item_names["Archipelago"]
archipelago_location_names = self.location_names["Archipelago"]
for game in [game_name for game_name in self.gamespackage if game_name != "Archipelago"]:
# Add Archipelago items and locations to each data package.
self.item_names[game].update(archipelago_item_names)
self.location_names[game].update(archipelago_location_names)
def item_names_for_game(self, game: str) -> typing.Optional[typing.Dict[str, int]]:
return self.gamespackage[game]["item_name_to_id"] if game in self.gamespackage else None
return self.reduced_games_package[game]["item_name_to_id"] if game in self.reduced_games_package else None
def location_names_for_game(self, game: str) -> typing.Optional[typing.Dict[str, int]]:
return self.gamespackage[game]["location_name_to_id"] if game in self.gamespackage else None
return self.reduced_games_package[game]["location_name_to_id"] if game in self.reduced_games_package else None
# General networking
async def send_msgs(self, endpoint: Endpoint, msgs: typing.Iterable[dict]) -> bool:
@@ -482,19 +463,17 @@ class Context:
with open(multidatapath, 'rb') as f:
data = f.read()
self._load(self.decompress(data), {}, use_embedded_server_options)
self._load(self.decompress(data), use_embedded_server_options)
self.data_filename = multidatapath
@staticmethod
def decompress(data: bytes) -> dict:
def decompress(data: bytes) -> typing.Any:
format_version = data[0]
if format_version > 3:
raise Utils.VersionException("Incompatible multidata.")
return restricted_loads(zlib.decompress(data[1:]))
def _load(self, decoded_obj: MultiData, game_data_packages: typing.Dict[str, typing.Any],
use_embedded_server_options: bool):
def _load(self, decoded_obj: MultiData, use_embedded_server_options: bool) -> None:
self.read_data = {}
# there might be a better place to put this.
race_mode = decoded_obj.get("race_mode", 0)
@@ -515,6 +494,7 @@ class Context:
self.slot_info = decoded_obj["slot_info"]
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}
self.played_games = {"Archipelago"} | {self.games[x] for x in range(1, len(self.games) + 1)}
self.groups = {slot: set(slot_info.group_members) for slot, slot_info in self.slot_info.items()
if slot_info.type == SlotType.group}
@@ -559,18 +539,11 @@ class Context:
server_options = decoded_obj.get("server_options", {})
self._set_options(server_options)
# embedded data package
for game_name, data in decoded_obj.get("datapackage", {}).items():
if game_name in game_data_packages:
data = game_data_packages[game_name]
self.logger.info(f"Loading embedded data package for game {game_name}")
self.gamespackage[game_name] = data
self.item_name_groups[game_name] = data["item_name_groups"]
if "location_name_groups" in data:
self.location_name_groups[game_name] = data["location_name_groups"]
del data["location_name_groups"]
del data["item_name_groups"] # remove from data package, but keep in self.item_name_groups
# load and apply world data and (embedded) data package
self._load_world_data()
self._load_data_package(decoded_obj.get("datapackage", {}))
self._init_game_data()
for game_name, data in self.item_name_groups.items():
self.read_data[f"item_name_groups_{game_name}"] = lambda lgame=game_name: self.item_name_groups[lgame]
for game_name, data in self.location_name_groups.items():
@@ -579,6 +552,55 @@ class Context:
# sorted access spheres
self.spheres = decoded_obj.get("spheres", [])
def _load_world_data(self) -> None:
import worlds
for world_name, world in worlds.AutoWorldRegister.world_types.items():
# TODO: move hint_blacklist into GamesPackage?
self.non_hintable_names[world_name] = world.hint_blacklist
def _load_data_package(self, data_package: dict[str, GamesPackage]) -> None:
"""Populates reduced_games_package, item_name_groups, location_name_groups from static data and data_package"""
# NOTE: for worlds loaded from db, only checksum is set in GamesPackage, but this is handled by cache
for game_name in sorted(self.played_games):
if game_name in data_package:
self.logger.info(f"Loading embedded data package for game {game_name}")
data = self.games_package_cache.get(game_name, data_package[game_name])
else:
# NOTE: we still allow uploading a game without datapackage. Once that is changed, we could drop this.
data = self.games_package_cache.get_static(game_name)
(
self.reduced_games_package[game_name],
self.item_name_groups[game_name],
self.location_name_groups[game_name],
) = data
del self.games_package_cache # Not used past this point. Free memory.
def _init_game_data(self) -> None:
"""Update internal values from previously loaded data packages"""
for game_name, game_package in self.reduced_games_package.items():
if game_name not in self.played_games:
continue
if "checksum" in game_package:
self.checksums[game_name] = game_package["checksum"]
# NOTE: we could save more memory by moving the stuff below to data package cache as well
for item_name, item_id in game_package["item_name_to_id"].items():
self.item_names[game_name][item_id] = item_name
for location_name, location_id in game_package["location_name_to_id"].items():
self.location_names[game_name][location_id] = location_name
self.all_item_and_group_names[game_name] = \
set(game_package["item_name_to_id"]) | set(self.item_name_groups[game_name])
self.all_location_and_group_names[game_name] = \
set(game_package["location_name_to_id"]) | set(self.location_name_groups.get(game_name, []))
archipelago_item_names = self.item_names["Archipelago"]
archipelago_location_names = self.location_names["Archipelago"]
for game in [game_name for game_name in self.reduced_games_package if game_name != "Archipelago"]:
# Add Archipelago items and locations to each data package.
self.item_names[game].update(archipelago_item_names)
self.location_names[game].update(archipelago_location_names)
# saving
def save(self, now=False) -> bool:
@@ -919,12 +941,10 @@ async def server(websocket: "ServerConnection", path: str = "/", ctx: Context =
async def on_client_connected(ctx: Context, client: Client):
games = {ctx.games[x] for x in range(1, len(ctx.games) + 1)}
games.add("Archipelago")
await ctx.send_msgs(client, [{
'cmd': 'RoomInfo',
'password': bool(ctx.password),
'games': games,
'games': sorted(ctx.played_games),
# tags are for additional features in the communication.
# Name them by feature or fork, as you feel is appropriate.
'tags': ctx.tags,
@@ -933,8 +953,7 @@ async def on_client_connected(ctx: Context, client: Client):
'permissions': get_permissions(ctx),
'hint_cost': ctx.hint_cost,
'location_check_points': ctx.location_check_points,
'datapackage_checksums': {game: game_data["checksum"] for game, game_data
in ctx.gamespackage.items() if game in games and "checksum" in game_data},
'datapackage_checksums': ctx.checksums,
'seed_name': ctx.seed_name,
'time': time.time(),
}])
@@ -1940,25 +1959,11 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
await ctx.send_msgs(client, reply)
elif cmd == "GetDataPackage":
exclusions = args.get("exclusions", [])
if "games" in args:
games = {name: game_data for name, game_data in ctx.gamespackage.items()
if name in set(args.get("games", []))}
await ctx.send_msgs(client, [{"cmd": "DataPackage",
"data": {"games": games}}])
# TODO: remove exclusions behaviour around 0.5.0
elif exclusions:
exclusions = set(exclusions)
games = {name: game_data for name, game_data in ctx.gamespackage.items()
if name not in exclusions}
package = {"games": games}
await ctx.send_msgs(client, [{"cmd": "DataPackage",
"data": package}])
else:
await ctx.send_msgs(client, [{"cmd": "DataPackage",
"data": {"games": ctx.gamespackage}}])
games = {
name: game_data for name, game_data in ctx.reduced_games_package.items()
if name in set(args.get("games", []))
}
await ctx.send_msgs(client, [{"cmd": "DataPackage", "data": {"games": games}}])
elif client.auth:
if cmd == "ConnectUpdate":

View File

@@ -212,13 +212,6 @@ class Option(typing.Generic[T], metaclass=AssembleOptions):
else:
return cls.name_lookup[value]
def __eq__(self, other: typing.Any) -> bool:
if isinstance(other, self.__class__):
return self.value == other.value
if isinstance(other, Option):
raise TypeError(f"Can't compare {self.__class__.__name__} with {other.__class__.__name__}")
return self.value == other
def __int__(self) -> T:
return self.value
@@ -937,34 +930,13 @@ class OptionDict(Option[typing.Dict[str, typing.Any]], VerifyKeys, typing.Mappin
class OptionCounter(OptionDict):
min: int | None = None
max: int | None = None
cull_zeroes: bool = False
def __init__(self, value: dict[str, int]) -> None:
cleaned_dict = {}
invalid_value_errors = []
for key, value in value.items():
if not isinstance(value, (int, float)) or int(value) != value:
invalid_value_errors += [f"Invalid value {value} for key {key}, must be an integer."]
continue
if self.cull_zeroes and value == 0:
continue
cleaned_dict[key] = int(value)
if invalid_value_errors:
type_errors = [f"For option {self.__class__.__name__}:"] + invalid_value_errors
raise TypeError("\n".join(invalid_value_errors))
super(OptionCounter, self).__init__(collections.Counter(cleaned_dict))
super(OptionCounter, self).__init__(collections.Counter(value))
def verify(self, world: type[World], player_name: str, plando_options: PlandoOptions) -> None:
super(OptionCounter, self).verify(world, player_name, plando_options)
self.verify_values()
def verify_values(self):
range_errors = []
if self.max is not None:
@@ -987,8 +959,13 @@ class OptionCounter(OptionDict):
class ItemDict(OptionCounter):
verify_item_name = True
# Backwards compatibility: Cull 0s to make "in" checks behave the same as when this wasn't a OptionCounter
cull_zeroes = True
min = 0
def __init__(self, value: dict[str, int]) -> None:
# Backwards compatibility: Cull 0s to make "in" checks behave the same as when this wasn't a OptionCounter
value = {item_name: amount for item_name, amount in value.items() if amount != 0}
super(ItemDict, self).__init__(value)
class OptionList(Option[typing.List[typing.Any]], VerifyKeys):

View File

@@ -384,11 +384,10 @@ class OptionsCreator(ThemedApp):
def create_free_text(self, option: typing.Type[FreeText] | typing.Type[TextChoice], name: str):
text = VisualFreeText(option=option, name=name)
def set_value(instance, value):
self.options[name] = value
def set_value(instance):
self.options[name] = instance.text
text.bind(text=set_value)
self.options[name] = option.default
text.bind(on_text_validate=set_value)
return text
def create_choice(self, option: typing.Type[Choice], name: str):

View File

@@ -24,6 +24,7 @@ Currently, the following games are supported:
* The Witness
* Sonic Adventure 2: Battle
* Starcraft 2
* Donkey Kong Country 3
* Dark Souls 3
* Super Mario World
* Pokémon Red and Blue

View File

@@ -22,7 +22,7 @@ from datetime import datetime, timezone
from settings import Settings, get_settings
from time import sleep
from typing import BinaryIO, Coroutine, Mapping, Optional, Set, Dict, Any, Union, TypeGuard
from typing import BinaryIO, Coroutine, Optional, Set, Dict, Any, Union, TypeGuard
from yaml import load, load_all, dump
from pathspec import PathSpec, GitIgnoreSpec
from typing_extensions import deprecated
@@ -236,7 +236,10 @@ def open_file(filename: typing.Union[str, "pathlib.Path"]) -> None:
open_command = which("open") if is_macos else (which("xdg-open") or which("gnome-open") or which("kde-open"))
assert open_command, "Didn't find program for open_file! Please report this together with system details."
env = env_cleared_lib_path()
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
subprocess.call([open_command, filename], env=env)
@@ -342,9 +345,6 @@ def persistent_load() -> Dict[str, Dict[str, Any]]:
try:
with open(path, "r") as f:
storage = unsafe_parse_yaml(f.read())
if "datapackage" in storage:
del storage["datapackage"]
logging.debug("Removed old datapackage from persistent storage")
except Exception as e:
logging.debug(f"Could not read store: {e}")
if storage is None:
@@ -369,6 +369,11 @@ def load_data_package_for_checksum(game: str, checksum: typing.Optional[str]) ->
except Exception as e:
logging.debug(f"Could not load data package: {e}")
# fall back to old cache
cache = persistent_load().get("datapackage", {}).get("games", {}).get(game, {})
if cache.get("checksum") == checksum:
return cache
# cache does not match
return {}
@@ -450,10 +455,13 @@ safe_builtins = frozenset((
class RestrictedUnpickler(pickle.Unpickler):
generic_properties_module: Optional[object]
def __init__(self, *args: Any, **kwargs: Any) -> None:
super(RestrictedUnpickler, self).__init__(*args, **kwargs)
self.options_module = importlib.import_module("Options")
self.net_utils_module = importlib.import_module("NetUtils")
self.generic_properties_module = None
def find_class(self, module: str, name: str) -> type:
if module == "builtins" and name in safe_builtins:
@@ -467,6 +475,10 @@ class RestrictedUnpickler(pickle.Unpickler):
"SlotType", "NetworkSlot", "HintStatus"}:
return getattr(self.net_utils_module, name)
# Options and Plando are unpickled by WebHost -> Generate
if module == "worlds.generic" and name == "PlandoItem":
if not self.generic_properties_module:
self.generic_properties_module = importlib.import_module("worlds.generic")
return getattr(self.generic_properties_module, name)
# pep 8 specifies that modules should have "all-lowercase names" (options, not Options)
if module.lower().endswith("options"):
if module == "Options":
@@ -746,19 +758,6 @@ def is_kivy_running() -> bool:
return False
def env_cleared_lib_path() -> Mapping[str, str]:
"""
Creates a copy of the current environment vars with the LD_LIBRARY_PATH removed if set, as this can interfere when
launching something in a subprocess.
"""
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"]
return env
def _mp_open_filename(res: "multiprocessing.Queue[typing.Optional[str]]", *args: Any) -> None:
if is_kivy_running():
raise RuntimeError("kivy should not be running in multiprocess")
@@ -771,7 +770,10 @@ def _mp_save_filename(res: "multiprocessing.Queue[typing.Optional[str]]", *args:
res.put(save_filename(*args))
def _run_for_stdout(*args: str):
env = env_cleared_lib_path()
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
return subprocess.run(args, capture_output=True, text=True, env=env).stdout.split("\n", 1)[0] or None

View File

@@ -110,14 +110,13 @@ if __name__ == "__main__":
logging.exception(e)
logging.warning("Could not update LttP sprites.")
app = get_app()
from worlds import AutoWorldRegister, network_data_package
from worlds import AutoWorldRegister
# Update to only valid WebHost worlds
invalid_worlds = {name for name, world in AutoWorldRegister.world_types.items()
if not hasattr(world.web, "tutorials")}
if invalid_worlds:
logging.error(f"Following worlds not loaded as they are invalid for WebHost: {invalid_worlds}")
AutoWorldRegister.world_types = {k: v for k, v in AutoWorldRegister.world_types.items() if k not in invalid_worlds}
network_data_package["games"] = {k: v for k, v in network_data_package["games"].items() if k not in invalid_worlds}
create_options_files()
copy_tutorials_files_to_static()
if app.config["SELFLAUNCH"]:

View File

@@ -42,12 +42,11 @@ app.config["SELFLAUNCH"] = True # application process is in charge of launching
app.config["SELFLAUNCHCERT"] = None # can point to a SSL Certificate to encrypt Room websocket connections
app.config["SELFLAUNCHKEY"] = None # can point to a SSL Certificate Key to encrypt Room websocket connections
app.config["SELFGEN"] = True # application process is in charge of scheduling Generations.
app.config["GAME_PORTS"] = ["49152-65535", 0]
# at what amount of worlds should scheduling be used, instead of rolling in the web-thread
app.config["JOB_THRESHOLD"] = 1
# after what time in seconds should generation be aborted, freeing the queue slot. Can be set to None to disable.
app.config["JOB_TIME"] = 600
# maximum time in seconds since last activity for a room to be hosted
app.config["MAX_ROOM_TIMEOUT"] = 259200
# memory limit for generator processes in bytes
app.config["GENERATOR_MEMORY_LIMIT"] = 4294967296
@@ -71,9 +70,7 @@ CLI(app)
def to_python(value: str) -> uuid.UUID:
if "=" in value or any(c.isspace() for c in value):
raise ValueError("Invalid UUID format")
return uuid.UUID(bytes=base64.urlsafe_b64decode(value + '=' * (-len(value) % 4)))
return uuid.UUID(bytes=base64.urlsafe_b64decode(value + '=='))
def to_url(value: uuid.UUID) -> str:

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, desc
from pony.orm import db_session, select, commit, PrimaryKey
from Utils import restricted_loads, utcnow
from .locker import Locker, AlreadyRunningException
@@ -129,8 +129,7 @@ def autohost(config: dict):
with db_session:
rooms = select(
room for room in Room if
room.last_activity >= utcnow() - timedelta(
seconds=config["MAX_ROOM_TIMEOUT"])).order_by(desc(Room.last_port))
room.last_activity >= utcnow() - timedelta(days=3))
for room in rooms:
# we have to filter twice, as the per-room timeout can't currently be PonyORM transpiled.
if room.last_activity >= utcnow() - timedelta(seconds=room.timeout + 5):
@@ -188,6 +187,7 @@ class MultiworldInstance():
self.cert = config["SELFLAUNCHCERT"]
self.key = config["SELFLAUNCHKEY"]
self.host = config["HOST_ADDRESS"]
self.game_ports = config["GAME_PORTS"]
self.rooms_to_start = multiprocessing.Queue()
self.rooms_shutting_down = multiprocessing.Queue()
self.name = f"MultiHoster{id}"
@@ -198,7 +198,7 @@ class MultiworldInstance():
process = multiprocessing.Process(group=None, target=run_server_process,
args=(self.name, self.ponyconfig, get_static_server_data(),
self.cert, self.key, self.host,
self.cert, self.key, self.host, self.game_ports,
self.rooms_to_start, self.rooms_shutting_down),
name=self.name)
process.start()

View File

@@ -4,6 +4,7 @@ import asyncio
import collections
import datetime
import functools
import itertools
import logging
import multiprocessing
import pickle
@@ -13,7 +14,9 @@ import threading
import time
import typing
import sys
from asyncio import AbstractEventLoop
import psutil
import websockets
from pony.orm import commit, db_session, select
@@ -24,8 +27,10 @@ from MultiServer import (
server_per_message_deflate_factory,
)
from Utils import restricted_loads, cache_argsless
from NetUtils import GamesPackage
from apmw.webhost.customserver.gamespackagecache import DBGamesPackageCache
from .locker import Locker
from .models import Command, GameDataPackage, Room, db
from .models import Command, Room, db
class CustomClientMessageProcessor(ClientMessageProcessor):
@@ -62,18 +67,39 @@ class DBCommandProcessor(ServerCommandProcessor):
class WebHostContext(Context):
room_id: int
video: dict[tuple[int, int], tuple[str, str]]
main_loop: AbstractEventLoop
static_server_data: StaticServerData
def __init__(self, static_server_data: dict, logger: logging.Logger):
def __init__(
self,
static_server_data: StaticServerData,
games_package_cache: DBGamesPackageCache,
logger: logging.Logger,
) -> None:
# static server data is used during _load_game_data to load required data,
# without needing to import worlds system, which takes quite a bit of memory
self.static_server_data = static_server_data
super(WebHostContext, self).__init__("", 0, "", "", 1,
40, True, "enabled", "enabled",
"enabled", 0, 2, logger=logger)
del self.static_server_data
self.main_loop = asyncio.get_running_loop()
self.video = {}
super(WebHostContext, self).__init__(
"",
0,
"",
"",
1,
40,
True,
"enabled",
"enabled",
"enabled",
0,
2,
games_package_cache=games_package_cache,
logger=logger,
)
self.tags = ["AP", "WebHost"]
self.video = {}
self.main_loop = asyncio.get_running_loop()
self.static_server_data = static_server_data
self.games_package_cache = games_package_cache
def __del__(self):
try:
@@ -83,12 +109,6 @@ class WebHostContext(Context):
except ImportError:
self.logger.debug("Context destroyed")
def _load_game_data(self):
for key, value in self.static_server_data.items():
# NOTE: attributes are mutable and shared, so they will have to be copied before being modified
setattr(self, key, value)
self.non_hintable_names = collections.defaultdict(frozenset, self.non_hintable_names)
async def listen_to_db_commands(self):
cmdprocessor = DBCommandProcessor(self)
@@ -115,45 +135,17 @@ class WebHostContext(Context):
if room.last_port:
self.port = room.last_port
else:
self.port = get_random_port()
self.port = 0
multidata = self.decompress(room.seed.multidata)
game_data_packages = {}
return self._load(multidata, True)
static_gamespackage = self.gamespackage # this is shared across all rooms
static_item_name_groups = self.item_name_groups
static_location_name_groups = self.location_name_groups
self.gamespackage = {"Archipelago": static_gamespackage.get("Archipelago", {})} # this may be modified by _load
self.item_name_groups = {"Archipelago": static_item_name_groups.get("Archipelago", {})}
self.location_name_groups = {"Archipelago": static_location_name_groups.get("Archipelago", {})}
missing_checksum = False
for game in list(multidata.get("datapackage", {})):
game_data = multidata["datapackage"][game]
if "checksum" in game_data:
if static_gamespackage.get(game, {}).get("checksum") == game_data["checksum"]:
# non-custom. remove from multidata and use static data
# games package could be dropped from static data once all rooms embed data package
del multidata["datapackage"][game]
else:
row = GameDataPackage.get(checksum=game_data["checksum"])
if row: # None if rolled on >= 0.3.9 but uploaded to <= 0.3.8. multidata should be complete
game_data_packages[game] = restricted_loads(row.data)
continue
else:
self.logger.warning(f"Did not find game_data_package for {game}: {game_data['checksum']}")
else:
missing_checksum = True # Game rolled on old AP and will load data package from multidata
self.gamespackage[game] = static_gamespackage.get(game, {})
self.item_name_groups[game] = static_item_name_groups.get(game, {})
self.location_name_groups[game] = static_location_name_groups.get(game, {})
if not game_data_packages and not missing_checksum:
# all static -> use the static dicts directly
self.gamespackage = static_gamespackage
self.item_name_groups = static_item_name_groups
self.location_name_groups = static_location_name_groups
return self._load(multidata, game_data_packages, True)
def _load_world_data(self):
# Use static_server_data, but skip static data package since that is in cache anyway.
# Also NOT importing worlds here!
# FIXME: does this copy the non_hintable_names (also for games not part of the room)?
self.non_hintable_names = collections.defaultdict(frozenset, self.static_server_data["non_hintable_names"])
del self.static_server_data # Not used past this point. Free memory.
def init_save(self, enabled: bool = True):
self.saving = enabled
@@ -181,38 +173,117 @@ class WebHostContext(Context):
return d
def get_random_port():
return random.randint(49152, 65535)
class GameRangePorts(typing.NamedTuple):
parsed_ports: list[range]
weights: list[int]
ephemeral_allowed: bool
@functools.cache
def parse_game_ports(game_ports: tuple[str | int, ...]) -> GameRangePorts:
parsed_ports: list[range] = []
weights: list[int] = []
ephemeral_allowed = False
total_length = 0
for item in game_ports:
if isinstance(item, str) and "-" in item:
start, end = map(int, item.split("-"))
x = range(start, end + 1)
total_length += len(x)
weights.append(total_length)
parsed_ports.append(x)
elif int(item) == 0:
ephemeral_allowed = True
else:
total_length += 1
weights.append(total_length)
num = int(item)
parsed_ports.append(range(num, num + 1))
return GameRangePorts(parsed_ports, weights, ephemeral_allowed)
def weighted_random(ranges: list[range], cum_weights: list[int]) -> int:
[picked] = random.choices(ranges, cum_weights=cum_weights)
return random.randrange(picked.start, picked.stop, picked.step)
def create_random_port_socket(game_ports: tuple[str | int, ...], host: str) -> socket.socket:
parsed_ports, weights, ephemeral_allowed = parse_game_ports(game_ports)
used_ports = get_used_ports()
i = 1024 if len(parsed_ports) > 0 else 0
while i > 0:
port_num = weighted_random(parsed_ports, weights)
if port_num in used_ports:
used_ports = get_used_ports()
continue
i -= 0
try:
return socket.create_server((host, port_num))
except OSError:
pass
if ephemeral_allowed:
return socket.create_server((host, 0))
raise OSError(98, "No available ports")
def try_conns_per_process(p: psutil.Process) -> typing.Iterable[int]:
try:
return (c.laddr.port for c in p.net_connections("tcp4"))
except psutil.AccessDenied:
return ()
def get_active_net_connections() -> typing.Iterable[int]:
# Don't even try to check if system using AIX
if psutil.AIX:
return ()
try:
return (c.laddr.port for c in psutil.net_connections("tcp4"))
# raises AccessDenied when done on macOS
except psutil.AccessDenied:
# flatten the list of iterables
return itertools.chain.from_iterable(map(
# get the net connections of the process and then map its ports
try_conns_per_process,
# this method has caching handled by psutil
psutil.process_iter(["net_connections"])
))
def get_used_ports():
last_used_ports: tuple[frozenset[int], float] | None = getattr(get_used_ports, "last", None)
t_hash = round(time.time() / 90) # cache for 90 seconds
if last_used_ports is None or last_used_ports[1] != t_hash:
last_used_ports = (frozenset(get_active_net_connections()), t_hash)
setattr(get_used_ports, "last", last_used_ports)
return last_used_ports[0]
class StaticServerData(typing.TypedDict, total=True):
non_hintable_names: dict[str, typing.AbstractSet[str]]
games_package: dict[str, GamesPackage]
@cache_argsless
def get_static_server_data() -> dict:
def get_static_server_data() -> StaticServerData:
import worlds
data = {
return {
"non_hintable_names": {
world_name: world.hint_blacklist
for world_name, world in worlds.AutoWorldRegister.world_types.items()
},
"gamespackage": {
world_name: {
key: value
for key, value in game_package.items()
if key not in ("item_name_groups", "location_name_groups")
}
for world_name, game_package in worlds.network_data_package["games"].items()
},
"item_name_groups": {
world_name: world.item_name_groups
for world_name, world in worlds.AutoWorldRegister.world_types.items()
},
"location_name_groups": {
world_name: world.location_name_groups
for world_name, world in worlds.AutoWorldRegister.world_types.items()
},
"games_package": worlds.network_data_package["games"]
}
return data
def set_up_logging(room_id) -> logging.Logger:
import os
@@ -245,9 +316,19 @@ def tear_down_logging(room_id):
del logging.Logger.manager.loggerDict[logger_name]
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):
def run_server_process(
name: str,
ponyconfig: dict[str, typing.Any],
static_server_data: StaticServerData,
cert_file: typing.Optional[str],
cert_key_file: typing.Optional[str],
host: str,
game_ports: typing.Iterable[str | int],
rooms_to_run: multiprocessing.Queue,
rooms_shutting_down: multiprocessing.Queue,
) -> None:
import gc
from setproctitle import setproctitle
setproctitle(name)
@@ -263,6 +344,11 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
resource.setrlimit(resource.RLIMIT_NOFILE, (file_limit, file_limit))
del resource, file_limit
# prime the data package cache with static data
games_package_cache = DBGamesPackageCache(static_server_data["games_package"])
# convert to tuple because its hashable
game_ports = tuple(game_ports)
# establish DB connection for multidata and multisave
db.bind(**ponyconfig)
db.generate_mapping(check_tables=False)
@@ -270,8 +356,6 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
if "worlds" in sys.modules:
raise Exception("Worlds system should not be loaded in the custom server.")
import gc
if not cert_file:
def get_ssl_context():
return None
@@ -296,24 +380,30 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
with Locker(f"RoomLocker {room_id}"):
try:
logger = set_up_logging(room_id)
ctx = WebHostContext(static_server_data, logger)
ctx = WebHostContext(static_server_data, games_package_cache, logger)
ctx.load(room_id)
ctx.init_save()
assert ctx.server is None
try:
if ctx.port != 0:
try:
ctx.server = websockets.serve(
functools.partial(server, ctx=ctx),
ctx.host,
ctx.port,
ssl=get_ssl_context(),
extensions=[server_per_message_deflate_factory],
)
await ctx.server
except OSError:
ctx.port = 0
if ctx.port == 0:
ctx.server = websockets.serve(
functools.partial(server, ctx=ctx),
ctx.host,
ctx.port,
sock=create_random_port_socket(game_ports, ctx.host),
ssl=get_ssl_context(),
extensions=[server_per_message_deflate_factory],
)
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())
await ctx.server
port = 0
for wssocket in ctx.server.ws_server.sockets:
socketname = wssocket.getsockname()
@@ -388,7 +478,7 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
def run(self):
while 1:
next_room = rooms_to_run.get(block=True, timeout=None)
next_room = rooms_to_run.get(block=True, timeout=None)
gc.collect()
task = asyncio.run_coroutine_threadsafe(start_room(next_room), loop)
self._tasks.append(task)

View File

@@ -1,14 +1,14 @@
flask==3.1.3
werkzeug==3.1.6
pony==0.7.19; python_version <= '3.12'
flask>=3.1.1
werkzeug>=3.1.3
pony>=0.7.19; python_version <= '3.12'
pony @ git+https://github.com/black-sliver/pony@7feb1221953b7fa4a6735466bf21a8b4d35e33ba#0.7.19; python_version >= '3.13'
waitress==3.0.2
Flask-Caching==2.3.1
waitress>=3.0.2
Flask-Caching>=2.3.0
Flask-Compress==1.18 # pkg_resources can't resolve the "backports.zstd" dependency of >1.18, breaking ModuleUpdate.py
Flask-Limiter==4.1.1
Flask-Cors==6.0.2
bokeh==3.8.2
markupsafe==3.0.3
setproctitle==1.3.7
mistune==3.2.0
docutils==0.22.4
Flask-Limiter>=3.12
Flask-Cors>=6.0.2
bokeh>=3.6.3
markupsafe>=3.0.2
setproctitle>=1.3.5
mistune>=3.1.3
docutils>=0.22.2

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@@ -33,6 +33,17 @@ html{
z-index: 10;
}
#landing-header h5 {
color: #ffffff;
font-style: italic;
font-size: 28px;
margin-top: 15px;
margin-bottom: -43px;
text-shadow: 1px 1px 7px #000000;
font-kerning: none;
z-index: 10;
}
#landing-links{
margin-left: auto;
margin-right: auto;

View File

@@ -1,6 +1,6 @@
{% block footer %}
<footer id="island-footer">
<div id="copyright-notice">Copyright 2026 Archipelago</div>
<div id="copyright-notice">Copyright 2025 Archipelago</div>
<div id="links">
<a href="/sitemap">Site Map</a>
-

View File

@@ -11,7 +11,7 @@
<div id="landing-wrapper">
<div id="landing-header">
<img id="landing-logo" src="static/static/branding/landing-logo.png" alt="Archipelago Logo" />
<h4>multiworld multi-game randomizer</h4>
<h4>multiworld multi-game randomizer</h4><h5>beta</h5>
</div>
<div id="landing-links">
<a href="/games" id="far-left-button">Supported<br />Games</a>
@@ -35,7 +35,8 @@
</div>
<div id="landing" class="grass-island">
<div id="landing-body">
<p id="first-line">Welcome to Archipelago!</p>
<p id="first-line">Welcome to Archipelago Beta!</p>
<p>For the stable version, visit <a href="//archipelago.gg">Archipelago.gg</a>!</p>
<p>
This is a cross-game modification system which randomizes different games, then uses the result to
build a single unified multi-player game. Items from one game may be present in another, and

View File

@@ -21,6 +21,7 @@
</div>
{% endif %}
{% endwith %}
<div class="user-message">This is the beta site! For the stable version, visit <a href="https://archipelago.gg">Archipelago.gg</a>!</div>
{% block body %}
{% endblock %}

View File

@@ -33,9 +33,7 @@
<h1>Currently Supported Games</h1>
<p>Below are the games that are currently included with the Archipelago software. To play a game that is not on
this page, please refer to the <a href="/tutorial/Archipelago/setup/en#playing-with-custom-worlds">playing with
custom worlds</a> section of the setup guide and the
<a href="{{ url_for("tutorial", game="Archipelago", file="other_en") }}">other games and tools guide</a>
to find more.</p>
custom worlds</a> section of the setup guide.</p>
<div class="js-only">
<label for="game-search">Search for your game below!</label><br />
<div class="page-controls">

View File

@@ -20,7 +20,11 @@
{% for file_name, file_data in tutorial_data.files.items() %}
<li>
<a href="{{ url_for("tutorial", game=world_name, file=file_name) }}">{{ file_data.language }}</a>
by {{ file_data.authors | join(", ") }}
by
{% for author in file_data.authors %}
{{ author }}
{% if not loop.last %}, {% endif %}
{% endfor %}
</li>
{% endfor %}
</ul>

0
apmw/__init__.py Normal file
View File

View File

View File

@@ -0,0 +1,96 @@
import typing as t
from weakref import WeakValueDictionary
from NetUtils import GamesPackage
GameAndChecksum = tuple[str, str | None]
ItemNameGroups = dict[str, list[str]]
LocationNameGroups = dict[str, list[str]]
K = t.TypeVar("K")
V = t.TypeVar("V")
class DictLike(dict[K, V]):
__slots__ = ("__weakref__",)
class GamesPackageCache:
# NOTE: this uses 3 separate collections because unpacking the get() result would end the container lifetime
_reduced_games_packages: WeakValueDictionary[GameAndChecksum, GamesPackage]
"""Does not include item_name_groups nor location_name_groups"""
_item_name_groups: WeakValueDictionary[GameAndChecksum, dict[str, list[str]]]
_location_name_groups: WeakValueDictionary[GameAndChecksum, dict[str, list[str]]]
def __init__(self) -> None:
self._reduced_games_packages = WeakValueDictionary()
self._item_name_groups = WeakValueDictionary()
self._location_name_groups = WeakValueDictionary()
def _get(
self,
cache_key: GameAndChecksum,
) -> tuple[GamesPackage | None, ItemNameGroups | None, LocationNameGroups | None]:
if cache_key[1] is None:
return None, None, None
return (
self._reduced_games_packages.get(cache_key, None),
self._item_name_groups.get(cache_key, None),
self._location_name_groups.get(cache_key, None),
)
def get(
self,
game: str,
full_games_package: GamesPackage,
) -> tuple[GamesPackage, ItemNameGroups, LocationNameGroups]:
"""Loads and caches embedded data package provided by multidata"""
cache_key = (game, full_games_package.get("checksum", None))
cached_reduced_games_package, cached_item_name_groups, cached_location_name_groups = self._get(cache_key)
if cached_reduced_games_package is None:
cached_reduced_games_package = t.cast(
t.Any,
DictLike(
{
"item_name_to_id": full_games_package["item_name_to_id"],
"location_name_to_id": full_games_package["location_name_to_id"],
"checksum": full_games_package.get("checksum", None),
}
),
)
if cache_key[1] is not None: # only cache if checksum is available
self._reduced_games_packages[cache_key] = cached_reduced_games_package
if cached_item_name_groups is None:
# optimize strings to be references instead of copies
item_names = {name: name for name in cached_reduced_games_package["item_name_to_id"].keys()}
cached_item_name_groups = DictLike(
{
group_name: [item_names.get(item_name, item_name) for item_name in group_items]
for group_name, group_items in full_games_package["item_name_groups"].items()
}
)
if cache_key[1] is not None: # only cache if checksum is available
self._item_name_groups[cache_key] = cached_item_name_groups
if cached_location_name_groups is None:
# optimize strings to be references instead of copies
location_names = {name: name for name in cached_reduced_games_package["location_name_to_id"].keys()}
cached_location_name_groups = DictLike(
{
group_name: [location_names.get(location_name, location_name) for location_name in group_locations]
for group_name, group_locations in full_games_package.get("location_name_groups", {}).items()
}
)
if cache_key[1] is not None: # only cache if checksum is available
self._location_name_groups[cache_key] = cached_location_name_groups
return cached_reduced_games_package, cached_item_name_groups, cached_location_name_groups
def get_static(self, game: str) -> tuple[GamesPackage, ItemNameGroups, LocationNameGroups]:
"""Loads legacy data package from installed worlds"""
import worlds
return self.get(game, worlds.network_data_package["games"][game])

0
apmw/webhost/__init__.py Normal file
View File

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@@ -0,0 +1,42 @@
from typing_extensions import override
from NetUtils import GamesPackage
from Utils import restricted_loads
from apmw.multiserver.gamespackagecache import GamesPackageCache, ItemNameGroups, LocationNameGroups
class DBGamesPackageCache(GamesPackageCache):
_static: dict[str, tuple[GamesPackage, ItemNameGroups, LocationNameGroups]]
def __init__(self, static_games_package: dict[str, GamesPackage]) -> None:
super().__init__()
self._static = {
game: GamesPackageCache.get(self, game, games_package)
for game, games_package in static_games_package.items()
}
@override
def get(
self,
game: str,
full_games_package: GamesPackage,
) -> tuple[GamesPackage, ItemNameGroups, LocationNameGroups]:
# for games started on webhost, full_games_package is likely unpopulated and only has the checksum field
cache_key = (game, full_games_package.get("checksum", None))
cached = self._get(cache_key)
if any(value is None for value in cached):
if "checksum" not in full_games_package:
return super().get(game, full_games_package) # no checksum, assume fully populated
from WebHostLib.models import GameDataPackage
row: GameDataPackage | None = GameDataPackage.get(checksum=full_games_package["checksum"])
if row: # None if rolled on >= 0.3.9 but uploaded to <= 0.3.8 ...
return super().get(game, restricted_loads(row.data))
return super().get(game, full_games_package) # ... in which case full_games_package should be populated
return cached # type: ignore # mypy doesn't understand any value is None
@override
def get_static(self, game: str) -> tuple[GamesPackage, ItemNameGroups, LocationNameGroups]:
return self._static[game]

View File

@@ -19,6 +19,8 @@
# NewSoupVi is acting maintainer, but world belongs to core with the exception of the music
/worlds/apquest/ @NewSoupVi
# Sudoku (APSudoku)
/worlds/apsudoku/ @EmilyV99
# Aquaria
/worlds/aquaria/ @tioui
@@ -56,6 +58,9 @@
# Dark Souls III
/worlds/dark_souls_3/ @Marechal-L @nex3
# Donkey Kong Country 3
/worlds/dkc3/ @PoryGone
# DLCQuest
/worlds/dlcquest/ @axe-y @agilbert1412

View File

@@ -69,6 +69,12 @@ flowchart LR
end
SNI <-- Various, depending on SNES device --> SMZ
%% Donkey Kong Country 3
subgraph Donkey Kong Country 3
DK3[SNES]
end
SNI <-- Various, depending on SNES device --> DK3
%% Super Mario World
subgraph Super Mario World
SMW[SNES]

View File

@@ -129,42 +129,6 @@ common_rule_only_on_easy = common_rule & easy_filter
common_rule_skipped_on_easy = common_rule | easy_filter
```
### Field resolvers
When creating rules you may sometimes need to set a field to a value that depends on the world instance. You can use a `FieldResolver` to define how to populate that field when the rule is being resolved.
There are two build-in field resolvers:
- `FromOption`: Resolves to the value of the given option
- `FromWorldAttr`: Resolves to the value of the given world instance attribute, can specify a dotted path `a.b.c` to get a nested attribute or dict item
```python
world.options.mcguffin_count = 5
world.precalculated_value = 99
rule = (
Has("A", count=FromOption(McguffinCount))
| HasGroup("Important items", count=FromWorldAttr("precalculated_value"))
)
# Results in Has("A", count=5) | HasGroup("Important items", count=99)
```
You can define your own resolvers by creating a class that inherits from `FieldResolver`, provides your game name, and implements a `resolve` function:
```python
@dataclasses.dataclass(frozen=True)
class FromCustomResolution(FieldResolver, game="MyGame"):
modifier: str
@override
def resolve(self, world: "World") -> Any:
return some_math_calculation(world, self.modifier)
rule = Has("Combat Level", count=FromCustomResolution("combat"))
```
If you want to support rule serialization and your resolver contains non-serializable properties you may need to override `to_dict` or `from_dict`.
## Enabling caching
The rule builder provides a `CachedRuleBuilderWorld` base class for your `World` class that enables caching on your rules.

View File

@@ -131,7 +131,7 @@ Unless you configured PyCharm to use pytest as a test runner, you may get import
edit the run configuration, and set the working directory to the Archipelago directory which contains all the project files.
If you only want to run your world's defined tests, repeat the steps for the test directory within your world.
Your working directory should be the root Archipelago directory and the script should be the
Your working directory should be the directory of your world in the worlds directory and the script should be the
tests folder within your world.
You can also find the 'Archipelago Unittests' as an option in the dropdown at the top of the window

View File

@@ -108,6 +108,7 @@ Example:
```json
{
...
"Donkey Kong Country 3":"f90acedcd958213f483a6a4c238e2a3faf92165e",
"Factorio":"a699194a9589db3ebc0d821915864b422c782f44",
...
}

View File

@@ -17,6 +17,12 @@
# Web hosting port
#PORT: 80
# Ports used for game hosting. Values can be specific ports, port ranges or both. Default is: [49152-65535, 0]
# Zero means it will use a random free port if there is no port in the next 1024 randomly chosen ports from the range
# Examples of valid values: [40000-41000, 49152-65535]
# If ports within the range(s) are already in use, the WebHost will fallback to the default [49152-65535, 0] range.
#GAME_PORTS: [49152-65535, 0]
# Place where uploads go.
#UPLOAD_FOLDER: uploads

View File

@@ -98,6 +98,11 @@ Root: HKCR; Subkey: "{#MyAppName}smpatch"; ValueData: "Arc
Root: HKCR; Subkey: "{#MyAppName}smpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}smpatch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apdkc3"; ValueData: "{#MyAppName}dkc3patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}dkc3patch"; ValueData: "Archipelago Donkey Kong Country 3 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}dkc3patch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}dkc3patch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apsmw"; ValueData: "{#MyAppName}smwpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}smwpatch"; ValueData: "Archipelago Super Mario World Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}smwpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";

View File

@@ -1,21 +1,21 @@
colorama==0.4.6
websockets==13.1 # ,<14
PyYAML==6.0.3
jellyfish==1.2.1
jinja2==3.1.6
schema==0.7.8
kivy==2.3.1
bsdiff4==1.2.6
platformdirs==4.9.4
certifi==2026.2.25
cython==3.2.4
cymem==2.0.13
orjson==3.11.7
typing_extensions==4.15.0
pyshortcuts==1.9.7
pathspec==1.0.4
colorama>=0.4.6
websockets>=13.0.1,<14
PyYAML>=6.0.3
jellyfish>=1.2.1
jinja2>=3.1.6
schema>=0.7.8
kivy>=2.3.1
bsdiff4>=1.2.6
platformdirs>=4.5.0
certifi>=2025.11.12
cython>=3.2.1
cymem>=2.0.13
orjson>=3.11.4
typing_extensions>=4.15.0
pyshortcuts>=1.9.6
pathspec>=0.12.1
kivymd @ git+https://github.com/kivymd/KivyMD@5ff9d0d
kivymd>=2.0.1.dev0
# Legacy world dependencies that custom worlds rely on
Pymem==1.14.0
Pymem>=1.13.0

View File

@@ -1,162 +0,0 @@
import dataclasses
import importlib
from abc import ABC, abstractmethod
from collections.abc import Mapping
from typing import TYPE_CHECKING, Any, ClassVar, Self, TypeVar, cast, overload
from typing_extensions import override
from Options import Option
if TYPE_CHECKING:
from worlds.AutoWorld import World
class FieldResolverRegister:
"""A container class to contain world custom resolvers"""
custom_resolvers: ClassVar[dict[str, dict[str, type["FieldResolver"]]]] = {}
"""
A mapping of game name to mapping of resolver name to resolver class
to hold custom resolvers implemented by worlds
"""
@classmethod
def get_resolver_cls(cls, game_name: str, resolver_name: str) -> type["FieldResolver"]:
"""Returns the world-registered or default resolver with the given name"""
custom_resolver_classes = cls.custom_resolvers.get(game_name, {})
if resolver_name not in DEFAULT_RESOLVERS and resolver_name not in custom_resolver_classes:
raise ValueError(f"Resolver '{resolver_name}' for game '{game_name}' not found")
return custom_resolver_classes.get(resolver_name) or DEFAULT_RESOLVERS[resolver_name]
@dataclasses.dataclass(frozen=True)
class FieldResolver(ABC):
@abstractmethod
def resolve(self, world: "World") -> Any: ...
def to_dict(self) -> dict[str, Any]:
"""Returns a JSON compatible dict representation of this resolver"""
fields = {field.name: getattr(self, field.name, None) for field in dataclasses.fields(self)}
return {
"resolver": self.__class__.__name__,
**fields,
}
@classmethod
def from_dict(cls, data: dict[str, Any]) -> Self:
"""Returns a new instance of this resolver from a serialized dict representation"""
assert data.get("resolver", None) == cls.__name__
return cls(**{k: v for k, v in data.items() if k != "resolver"})
@override
def __str__(self) -> str:
return self.__class__.__name__
@classmethod
def __init_subclass__(cls, /, game: str) -> None:
if game != "Archipelago":
custom_resolvers = FieldResolverRegister.custom_resolvers.setdefault(game, {})
if cls.__qualname__ in custom_resolvers:
raise TypeError(f"Resolver {cls.__qualname__} has already been registered for game {game}")
custom_resolvers[cls.__qualname__] = cls
elif cls.__module__ != "rule_builder.field_resolvers":
raise TypeError("You cannot define custom resolvers for the base Archipelago world")
@dataclasses.dataclass(frozen=True)
class FromOption(FieldResolver, game="Archipelago"):
option: type[Option[Any]]
field: str = "value"
@override
def resolve(self, world: "World") -> Any:
option_name = next(
(name for name, cls in world.options.__class__.type_hints.items() if cls is self.option),
None,
)
if option_name is None:
raise ValueError(
f"Cannot find option {self.option.__name__} in options class {world.options.__class__.__name__}"
)
opt = cast(Option[Any] | None, getattr(world.options, option_name, None))
if opt is None:
raise ValueError(f"Invalid option: {option_name}")
return getattr(opt, self.field)
@override
def to_dict(self) -> dict[str, Any]:
return {
"resolver": "FromOption",
"option": f"{self.option.__module__}.{self.option.__name__}",
"field": self.field,
}
@override
@classmethod
def from_dict(cls, data: dict[str, Any]) -> Self:
if "option" not in data:
raise ValueError("Missing required option")
option_path = data["option"]
try:
option_mod_name, option_cls_name = option_path.rsplit(".", 1)
option_module = importlib.import_module(option_mod_name)
option = getattr(option_module, option_cls_name, None)
except (ValueError, ImportError) as e:
raise ValueError(f"Cannot parse option '{option_path}'") from e
if option is None or not issubclass(option, Option):
raise ValueError(f"Invalid option '{option_path}' returns type '{option}' instead of Option subclass")
return cls(cast(type[Option[Any]], option), data.get("field", "value"))
@override
def __str__(self) -> str:
field = f".{self.field}" if self.field != "value" else ""
return f"FromOption({self.option.__name__}{field})"
@dataclasses.dataclass(frozen=True)
class FromWorldAttr(FieldResolver, game="Archipelago"):
name: str
@override
def resolve(self, world: "World") -> Any:
obj: Any = world
for field in self.name.split("."):
if obj is None:
return None
if isinstance(obj, Mapping):
obj = obj.get(field, None) # pyright: ignore[reportUnknownMemberType]
else:
obj = getattr(obj, field, None)
return obj
@override
def __str__(self) -> str:
return f"FromWorldAttr({self.name})"
T = TypeVar("T")
@overload
def resolve_field(field: Any, world: "World", expected_type: type[T]) -> T: ...
@overload
def resolve_field(field: Any, world: "World", expected_type: None = None) -> Any: ...
def resolve_field(field: Any, world: "World", expected_type: type[T] | None = None) -> T | Any:
if isinstance(field, FieldResolver):
field = field.resolve(world)
if expected_type:
assert isinstance(field, expected_type), f"Expected type {expected_type} but got {type(field)}"
return field
DEFAULT_RESOLVERS = {
resolver_name: resolver_class
for resolver_name, resolver_class in locals().items()
if isinstance(resolver_class, type)
and issubclass(resolver_class, FieldResolver)
and resolver_class is not FieldResolver
}

View File

@@ -7,7 +7,6 @@ from typing_extensions import TypeVar, dataclass_transform, override
from BaseClasses import CollectionState
from NetUtils import JSONMessagePart
from .field_resolvers import FieldResolver, FieldResolverRegister, resolve_field
from .options import OptionFilter
if TYPE_CHECKING:
@@ -109,14 +108,11 @@ class Rule(Generic[TWorld]):
def to_dict(self) -> dict[str, Any]:
"""Returns a JSON compatible dict representation of this rule"""
args = {}
for field in dataclasses.fields(self):
if field.name in ("options", "filtered_resolution"):
continue
value = getattr(self, field.name, None)
if isinstance(value, FieldResolver):
value = value.to_dict()
args[field.name] = value
args = {
field.name: getattr(self, field.name, None)
for field in dataclasses.fields(self)
if field.name not in ("options", "filtered_resolution")
}
return {
"rule": self.__class__.__qualname__,
"options": [o.to_dict() for o in self.options],
@@ -128,19 +124,7 @@ class Rule(Generic[TWorld]):
def from_dict(cls, data: Mapping[str, Any], world_cls: "type[World]") -> Self:
"""Returns a new instance of this rule from a serialized dict representation"""
options = OptionFilter.multiple_from_dict(data.get("options", ()))
args = cls._parse_field_resolvers(data.get("args", {}), world_cls.game)
return cls(**args, options=options, filtered_resolution=data.get("filtered_resolution", False))
@classmethod
def _parse_field_resolvers(cls, data: Mapping[str, Any], game_name: str) -> dict[str, Any]:
result: dict[str, Any] = {}
for name, value in data.items():
if isinstance(value, dict) and "resolver" in value:
resolver_cls = FieldResolverRegister.get_resolver_cls(game_name, value["resolver"]) # pyright: ignore[reportUnknownArgumentType]
result[name] = resolver_cls.from_dict(value) # pyright: ignore[reportUnknownArgumentType]
else:
result[name] = value
return result
return cls(**data.get("args", {}), options=options, filtered_resolution=data.get("filtered_resolution", False))
def __and__(self, other: "Rule[Any] | Iterable[OptionFilter] | OptionFilter") -> "Rule[TWorld]":
"""Combines two rules or a rule and an option filter into an And rule"""
@@ -543,7 +527,7 @@ class Or(NestedRule[TWorld], game="Archipelago"):
items[item] = 1
elif isinstance(child, HasAnyCount.Resolved):
for item, count in child.item_counts:
if item not in items or count < items[item]:
if item not in items or items[item] < count:
items[item] = count
else:
clauses.append(child)
@@ -704,24 +688,24 @@ class Filtered(WrapperRule[TWorld], game="Archipelago"):
class Has(Rule[TWorld], game="Archipelago"):
"""A rule that checks if the player has at least `count` of a given item"""
item_name: str | FieldResolver
item_name: str
"""The item to check for"""
count: int | FieldResolver = 1
count: int = 1
"""The count the player is required to have"""
@override
def _instantiate(self, world: TWorld) -> Rule.Resolved:
return self.Resolved(
resolve_field(self.item_name, world, str),
count=resolve_field(self.count, world, int),
self.item_name,
self.count,
player=world.player,
caching_enabled=getattr(world, "rule_caching_enabled", False),
)
@override
def __str__(self) -> str:
count = f", count={self.count}" if isinstance(self.count, FieldResolver) or self.count > 1 else ""
count = f", count={self.count}" if self.count > 1 else ""
options = f", options={self.options}" if self.options else ""
return f"{self.__class__.__name__}({self.item_name}{count}{options})"
@@ -1007,7 +991,7 @@ class HasAny(Rule[TWorld], game="Archipelago"):
class HasAllCounts(Rule[TWorld], game="Archipelago"):
"""A rule that checks if the player has all of the specified counts of the given items"""
item_counts: Mapping[str, int | FieldResolver]
item_counts: dict[str, int]
"""A mapping of item name to count to check for"""
@override
@@ -1018,30 +1002,12 @@ class HasAllCounts(Rule[TWorld], game="Archipelago"):
if len(self.item_counts) == 1:
item = next(iter(self.item_counts))
return Has(item, self.item_counts[item]).resolve(world)
item_counts = tuple((name, resolve_field(count, world, int)) for name, count in self.item_counts.items())
return self.Resolved(
item_counts,
tuple(self.item_counts.items()),
player=world.player,
caching_enabled=getattr(world, "rule_caching_enabled", False),
)
@override
def to_dict(self) -> dict[str, Any]:
output = super().to_dict()
output["args"]["item_counts"] = {
key: value.to_dict() if isinstance(value, FieldResolver) else value
for key, value in output["args"]["item_counts"].items()
}
return output
@override
@classmethod
def from_dict(cls, data: Mapping[str, Any], world_cls: "type[World]") -> Self:
args = data.get("args", {})
item_counts = cls._parse_field_resolvers(args.get("item_counts", {}), world_cls.game)
options = OptionFilter.multiple_from_dict(data.get("options", ()))
return cls(item_counts, options=options, filtered_resolution=data.get("filtered_resolution", False))
@override
def __str__(self) -> str:
items = ", ".join([f"{item} x{count}" for item, count in self.item_counts.items()])
@@ -1130,7 +1096,7 @@ class HasAllCounts(Rule[TWorld], game="Archipelago"):
class HasAnyCount(Rule[TWorld], game="Archipelago"):
"""A rule that checks if the player has any of the specified counts of the given items"""
item_counts: Mapping[str, int | FieldResolver]
item_counts: dict[str, int]
"""A mapping of item name to count to check for"""
@override
@@ -1141,30 +1107,12 @@ class HasAnyCount(Rule[TWorld], game="Archipelago"):
if len(self.item_counts) == 1:
item = next(iter(self.item_counts))
return Has(item, self.item_counts[item]).resolve(world)
item_counts = tuple((name, resolve_field(count, world, int)) for name, count in self.item_counts.items())
return self.Resolved(
item_counts,
tuple(self.item_counts.items()),
player=world.player,
caching_enabled=getattr(world, "rule_caching_enabled", False),
)
@override
def to_dict(self) -> dict[str, Any]:
output = super().to_dict()
output["args"]["item_counts"] = {
key: value.to_dict() if isinstance(value, FieldResolver) else value
for key, value in output["args"]["item_counts"].items()
}
return output
@override
@classmethod
def from_dict(cls, data: Mapping[str, Any], world_cls: "type[World]") -> Self:
args = data.get("args", {})
item_counts = cls._parse_field_resolvers(args.get("item_counts", {}), world_cls.game)
options = OptionFilter.multiple_from_dict(data.get("options", ()))
return cls(item_counts, options=options, filtered_resolution=data.get("filtered_resolution", False))
@override
def __str__(self) -> str:
items = ", ".join([f"{item} x{count}" for item, count in self.item_counts.items()])
@@ -1256,13 +1204,13 @@ class HasFromList(Rule[TWorld], game="Archipelago"):
item_names: tuple[str, ...]
"""A tuple of item names to check for"""
count: int | FieldResolver = 1
count: int = 1
"""The number of items the player needs to have"""
def __init__(
self,
*item_names: str,
count: int | FieldResolver = 1,
count: int = 1,
options: Iterable[OptionFilter] = (),
filtered_resolution: bool = False,
) -> None:
@@ -1279,7 +1227,7 @@ class HasFromList(Rule[TWorld], game="Archipelago"):
return Has(self.item_names[0], self.count).resolve(world)
return self.Resolved(
self.item_names,
count=resolve_field(self.count, world, int),
self.count,
player=world.player,
caching_enabled=getattr(world, "rule_caching_enabled", False),
)
@@ -1287,7 +1235,7 @@ class HasFromList(Rule[TWorld], game="Archipelago"):
@override
@classmethod
def from_dict(cls, data: Mapping[str, Any], world_cls: "type[World]") -> Self:
args = cls._parse_field_resolvers(data.get("args", {}), world_cls.game)
args = {**data.get("args", {})}
item_names = args.pop("item_names", ())
options = OptionFilter.multiple_from_dict(data.get("options", ()))
return cls(*item_names, **args, options=options, filtered_resolution=data.get("filtered_resolution", False))
@@ -1390,13 +1338,13 @@ class HasFromListUnique(Rule[TWorld], game="Archipelago"):
item_names: tuple[str, ...]
"""A tuple of item names to check for"""
count: int | FieldResolver = 1
count: int = 1
"""The number of items the player needs to have"""
def __init__(
self,
*item_names: str,
count: int | FieldResolver = 1,
count: int = 1,
options: Iterable[OptionFilter] = (),
filtered_resolution: bool = False,
) -> None:
@@ -1406,15 +1354,14 @@ class HasFromListUnique(Rule[TWorld], game="Archipelago"):
@override
def _instantiate(self, world: TWorld) -> Rule.Resolved:
count = resolve_field(self.count, world, int)
if len(self.item_names) == 0 or len(self.item_names) < count:
if len(self.item_names) == 0 or len(self.item_names) < self.count:
# match state.has_from_list_unique
return False_().resolve(world)
if len(self.item_names) == 1:
return Has(self.item_names[0]).resolve(world)
return self.Resolved(
self.item_names,
count,
self.count,
player=world.player,
caching_enabled=getattr(world, "rule_caching_enabled", False),
)
@@ -1422,7 +1369,7 @@ class HasFromListUnique(Rule[TWorld], game="Archipelago"):
@override
@classmethod
def from_dict(cls, data: Mapping[str, Any], world_cls: "type[World]") -> Self:
args = cls._parse_field_resolvers(data.get("args", {}), world_cls.game)
args = {**data.get("args", {})}
item_names = args.pop("item_names", ())
options = OptionFilter.multiple_from_dict(data.get("options", ()))
return cls(*item_names, **args, options=options, filtered_resolution=data.get("filtered_resolution", False))
@@ -1521,7 +1468,7 @@ class HasGroup(Rule[TWorld], game="Archipelago"):
item_name_group: str
"""The name of the item group containing the items"""
count: int | FieldResolver = 1
count: int = 1
"""The number of items the player needs to have"""
@override
@@ -1530,14 +1477,14 @@ class HasGroup(Rule[TWorld], game="Archipelago"):
return self.Resolved(
self.item_name_group,
item_names,
count=resolve_field(self.count, world, int),
self.count,
player=world.player,
caching_enabled=getattr(world, "rule_caching_enabled", False),
)
@override
def __str__(self) -> str:
count = f", count={self.count}" if isinstance(self.count, FieldResolver) or self.count > 1 else ""
count = f", count={self.count}" if self.count > 1 else ""
options = f", options={self.options}" if self.options else ""
return f"{self.__class__.__name__}({self.item_name_group}{count}{options})"
@@ -1595,7 +1542,7 @@ class HasGroupUnique(Rule[TWorld], game="Archipelago"):
item_name_group: str
"""The name of the item group containing the items"""
count: int | FieldResolver = 1
count: int = 1
"""The number of items the player needs to have"""
@override
@@ -1604,14 +1551,14 @@ class HasGroupUnique(Rule[TWorld], game="Archipelago"):
return self.Resolved(
self.item_name_group,
item_names,
count=resolve_field(self.count, world, int),
self.count,
player=world.player,
caching_enabled=getattr(world, "rule_caching_enabled", False),
)
@override
def __str__(self) -> str:
count = f", count={self.count}" if isinstance(self.count, FieldResolver) or self.count > 1 else ""
count = f", count={self.count}" if self.count > 1 else ""
options = f", options={self.options}" if self.options else ""
return f"{self.__class__.__name__}({self.item_name_group}{count}{options})"

View File

@@ -71,6 +71,7 @@ non_apworlds: set[str] = {
"Ocarina of Time",
"Overcooked! 2",
"Raft",
"Sudoku",
"Super Mario 64",
"VVVVVV",
"Wargroove",
@@ -657,7 +658,7 @@ cx_Freeze.setup(
options={
"build_exe": {
"packages": ["worlds", "kivy", "cymem", "websockets", "kivymd"],
"includes": ["rule_builder.cached_world"],
"includes": [],
"excludes": ["numpy", "Cython", "PySide2", "PIL",
"pandas"],
"zip_includes": [],

View File

@@ -11,7 +11,7 @@ class TestImplemented(unittest.TestCase):
def test_completion_condition(self):
"""Ensure a completion condition is set that has requirements."""
for game_name, world_type in AutoWorldRegister.world_types.items():
if not world_type.hidden:
if not world_type.hidden and game_name not in {"Sudoku"}:
with self.subTest(game_name):
multiworld = setup_solo_multiworld(world_type)
self.assertFalse(multiworld.completion_condition[1](multiworld.state))
@@ -59,7 +59,7 @@ class TestImplemented(unittest.TestCase):
def test_prefill_items(self):
"""Test that every world can reach every location from allstate before pre_fill."""
for gamename, world_type in AutoWorldRegister.world_types.items():
if gamename not in ("Archipelago", "Final Fantasy", "Test Game"):
if gamename not in ("Archipelago", "Sudoku", "Final Fantasy", "Test Game"):
with self.subTest(gamename):
multiworld = setup_solo_multiworld(world_type, ("generate_early", "create_regions", "create_items",
"set_rules", "connect_entrances", "generate_basic"))

View File

@@ -109,7 +109,7 @@ class TestOptions(unittest.TestCase):
def test_option_set_keys_random(self):
"""Tests that option sets do not contain 'random' and its variants as valid keys"""
for game_name, world_type in AutoWorldRegister.world_types.items():
if game_name not in ("Archipelago", "Super Metroid"):
if game_name not in ("Archipelago", "Sudoku", "Super Metroid"):
for option_key, option in world_type.options_dataclass.type_hints.items():
if issubclass(option, OptionSet):
with self.subTest(game=game_name, option=option_key):

View File

@@ -6,9 +6,8 @@ from typing_extensions import override
from BaseClasses import CollectionState, Item, ItemClassification, Location, MultiWorld, Region
from NetUtils import JSONMessagePart
from Options import Choice, FreeText, Option, OptionSet, PerGameCommonOptions, Range, Toggle
from Options import Choice, FreeText, Option, OptionSet, PerGameCommonOptions, Toggle
from rule_builder.cached_world import CachedRuleBuilderWorld
from rule_builder.field_resolvers import FieldResolver, FromOption, FromWorldAttr, resolve_field
from rule_builder.options import Operator, OptionFilter
from rule_builder.rules import (
And,
@@ -60,20 +59,12 @@ class SetOption(OptionSet):
valid_keys: ClassVar[set[str]] = {"one", "two", "three"} # pyright: ignore[reportIncompatibleVariableOverride]
class RangeOption(Range):
auto_display_name = True
range_start = 1
range_end = 10
default = 5
@dataclass
class RuleBuilderOptions(PerGameCommonOptions):
toggle_option: ToggleOption
choice_option: ChoiceOption
text_option: FreeTextOption
set_option: SetOption
range_option: RangeOption
GAME_NAME = "Rule Builder Test Game"
@@ -242,14 +233,6 @@ class CachedRuleBuilderTestCase(RuleBuilderTestCase):
Or(Has("A"), HasAny("B", "C"), HasAnyCount({"D": 1, "E": 1})),
HasAny.Resolved(("A", "B", "C", "D", "E"), player=1),
),
(
And(HasAllCounts({"A": 1, "B": 2}), HasAllCounts({"A": 2, "B": 2})),
HasAllCounts.Resolved((("A", 2), ("B", 2)), player=1),
),
(
Or(HasAnyCount({"A": 1, "B": 2}), HasAnyCount({"A": 2, "B": 2})),
HasAnyCount.Resolved((("A", 1), ("B", 2)), player=1),
),
)
)
class TestSimplify(RuleBuilderTestCase):
@@ -668,15 +651,14 @@ class TestRules(RuleBuilderTestCase):
self.assertFalse(resolved_rule(self.state))
def test_has_any_count(self) -> None:
item_counts: dict[str, int | FieldResolver] = {"Item 1": 1, "Item 2": 2}
item_counts = {"Item 1": 1, "Item 2": 2}
rule = HasAnyCount(item_counts)
resolved_rule = rule.resolve(self.world)
self.world.register_rule_dependencies(resolved_rule)
for item_name, count in item_counts.items():
item = self.world.create_item(item_name)
num_items = resolve_field(count, self.world, int)
for _ in range(num_items):
for _ in range(count):
self.assertFalse(resolved_rule(self.state))
self.state.collect(item)
self.assertTrue(resolved_rule(self.state))
@@ -773,7 +755,7 @@ class TestSerialization(RuleBuilderTestCase):
rule: ClassVar[Rule[Any]] = And(
Or(
Has("i1", count=FromOption(RangeOption)),
Has("i1", count=4),
HasFromList("i2", "i3", "i4", count=2),
HasAnyCount({"i5": 2, "i6": 3}),
options=[OptionFilter(ToggleOption, 0)],
@@ -781,7 +763,7 @@ class TestSerialization(RuleBuilderTestCase):
Or(
HasAll("i7", "i8"),
HasAllCounts(
{"i9": 1, "i10": FromWorldAttr("instance_data.i10_count")},
{"i9": 1, "i10": 5},
options=[OptionFilter(ToggleOption, 1, operator="ne")],
filtered_resolution=True,
),
@@ -821,14 +803,7 @@ class TestSerialization(RuleBuilderTestCase):
"rule": "Has",
"options": [],
"filtered_resolution": False,
"args": {
"item_name": "i1",
"count": {
"resolver": "FromOption",
"option": "test.general.test_rule_builder.RangeOption",
"field": "value",
},
},
"args": {"item_name": "i1", "count": 4},
},
{
"rule": "HasFromList",
@@ -865,12 +840,7 @@ class TestSerialization(RuleBuilderTestCase):
},
],
"filtered_resolution": True,
"args": {
"item_counts": {
"i9": 1,
"i10": {"resolver": "FromWorldAttr", "name": "instance_data.i10_count"},
}
},
"args": {"item_counts": {"i9": 1, "i10": 5}},
},
{
"rule": "CanReachRegion",
@@ -945,7 +915,7 @@ class TestSerialization(RuleBuilderTestCase):
multiworld = setup_solo_multiworld(self.world_cls, steps=(), seed=0)
world = multiworld.worlds[1]
deserialized_rule = world.rule_from_dict(self.rule_dict)
self.assertEqual(deserialized_rule, self.rule, f"\n{deserialized_rule}\n{self.rule}")
self.assertEqual(deserialized_rule, self.rule, str(deserialized_rule))
class TestExplain(RuleBuilderTestCase):
@@ -1364,32 +1334,3 @@ class TestExplain(RuleBuilderTestCase):
"& False)",
)
assert str(self.resolved_rule) == " ".join(expected)
@classvar_matrix(
rules=(
(
Has("A", FromOption(RangeOption)),
Has.Resolved("A", count=5, player=1),
),
(
Has("B", FromWorldAttr("pre_calculated")),
Has.Resolved("B", count=3, player=1),
),
(
Has("C", FromWorldAttr("instance_data.key")),
Has.Resolved("C", count=7, player=1),
),
)
)
class TestFieldResolvers(RuleBuilderTestCase):
rules: ClassVar[tuple[Rule[Any], Rule.Resolved]]
def test_simplify(self) -> None:
multiworld = setup_solo_multiworld(self.world_cls, steps=("generate_early",), seed=0)
world = multiworld.worlds[1]
world.pre_calculated = 3 # pyright: ignore[reportAttributeAccessIssue]
world.instance_data = {"key": 7} # pyright: ignore[reportAttributeAccessIssue]
rule, expected = self.rules
resolved_rule = rule.resolve(world)
self.assertEqual(resolved_rule, expected, f"\n{resolved_rule}\n{expected}")

View File

View File

@@ -0,0 +1,132 @@
import typing as t
from copy import deepcopy
from unittest import TestCase
from typing_extensions import override
import NetUtils
from NetUtils import GamesPackage
from apmw.multiserver.gamespackagecache import GamesPackageCache
class GamesPackageCacheTest(TestCase):
cache: GamesPackageCache
any_game: t.ClassVar[str] = "APQuest"
example_games_package: GamesPackage = {
"item_name_to_id": {"Item 1": 1},
"item_name_groups": {"Everything": ["Item 1"]},
"location_name_to_id": {"Location 1": 1},
"location_name_groups": {"Everywhere": ["Location 1"]},
"checksum": "1234",
}
@override
def setUp(self) -> None:
self.cache = GamesPackageCache()
def test_get_static_is_same(self) -> None:
"""Tests that get_static returns the same objects twice"""
reduced_games_package1, item_name_groups1, location_name_groups1 = self.cache.get_static(self.any_game)
reduced_games_package2, item_name_groups2, location_name_groups2 = self.cache.get_static(self.any_game)
self.assertIs(reduced_games_package1, reduced_games_package2)
self.assertIs(item_name_groups1, item_name_groups2)
self.assertIs(location_name_groups1, location_name_groups2)
def test_get_static_data_format(self) -> None:
"""Tests that get_static returns data in the correct format"""
reduced_games_package, item_name_groups, location_name_groups = self.cache.get_static(self.any_game)
self.assertTrue(reduced_games_package["checksum"])
self.assertTrue(reduced_games_package["item_name_to_id"])
self.assertTrue(reduced_games_package["location_name_to_id"])
self.assertNotIn("item_name_groups", reduced_games_package)
self.assertNotIn("location_name_groups", reduced_games_package)
self.assertTrue(item_name_groups["Everything"])
self.assertTrue(location_name_groups["Everywhere"])
def test_get_static_is_serializable(self) -> None:
"""Tests that get_static returns data that can be serialized"""
NetUtils.encode(self.cache.get_static(self.any_game))
def test_get_static_missing_raises(self) -> None:
"""Tests that get_static raises KeyError if the world is missing"""
with self.assertRaises(KeyError):
_ = self.cache.get_static("Does not exist")
def test_eviction(self) -> None:
"""Tests that unused items get evicted from cache"""
game_name = "Test"
before_add = len(self.cache._reduced_games_packages)
data = self.cache.get(game_name, self.example_games_package)
self.assertTrue(data)
self.assertEqual(before_add + 1, len(self.cache._reduced_games_packages))
del data
if len(self.cache._reduced_games_packages) != before_add: # gc.collect() may not even be required
import gc
gc.collect()
self.assertEqual(before_add, len(self.cache._reduced_games_packages))
def test_get_required_field(self) -> None:
"""Tests that missing required field raises a KeyError"""
for field in ("item_name_to_id", "location_name_to_id", "item_name_groups"):
with self.subTest(field=field):
games_package = deepcopy(self.example_games_package)
del games_package[field] # type: ignore
with self.assertRaises(KeyError):
_ = self.cache.get(self.any_game, games_package)
def test_get_optional_properties(self) -> None:
"""Tests that missing optional field works"""
for field in ("checksum", "location_name_groups"):
with self.subTest(field=field):
games_package = deepcopy(self.example_games_package)
del games_package[field] # type: ignore
_, item_name_groups, location_name_groups = self.cache.get(self.any_game, games_package)
self.assertTrue(item_name_groups)
self.assertEqual(field != "location_name_groups", bool(location_name_groups))
def test_item_name_deduplication(self) -> None:
n = 1
s1 = f"Item {n}"
s2 = f"Item {n}"
# check if the deduplication is actually gonna do anything
self.assertIsNot(s1, s2)
self.assertEqual(s1, s2)
# do the thing
game_name = "Test"
games_package: GamesPackage = {
"item_name_to_id": {s1: n},
"item_name_groups": {"Everything": [s2]},
"location_name_to_id": {},
"location_name_groups": {},
"checksum": "1234",
}
reduced_games_package, item_name_groups, location_name_groups = self.cache.get(game_name, games_package)
self.assertIs(
next(iter(reduced_games_package["item_name_to_id"].keys())),
item_name_groups["Everything"][0],
)
def test_location_name_deduplication(self) -> None:
n = 1
s1 = f"Location {n}"
s2 = f"Location {n}"
# check if the deduplication is actually gonna do anything
self.assertIsNot(s1, s2)
self.assertEqual(s1, s2)
# do the thing
game_name = "Test"
games_package: GamesPackage = {
"item_name_to_id": {},
"item_name_groups": {},
"location_name_to_id": {s1: n},
"location_name_groups": {"Everywhere": [s2]},
"checksum": "1234",
}
reduced_games_package, item_name_groups, location_name_groups = self.cache.get(game_name, games_package)
self.assertIs(
next(iter(reduced_games_package["location_name_to_id"].keys())),
location_name_groups["Everywhere"][0],
)

View File

@@ -1,37 +0,0 @@
"""Verify that NetUtils' enums work correctly with all supported Python versions."""
import pickle
import unittest
from enum import Enum
from typing import Type
from NetUtils import ClientStatus, HintStatus, SlotType
from Utils import restricted_loads
class Base:
class DataEnumTest(unittest.TestCase):
type: Type[Enum]
value: Enum
def test_unpickle(self) -> None:
"""Tests that enums used in multidata or multisave can be pickled and unpickled."""
pickled = pickle.dumps(self.value)
unpickled = restricted_loads(pickled)
self.assertEqual(unpickled, self.value)
self.assertIsInstance(unpickled, self.type)
class HintStatusTest(Base.DataEnumTest):
type = HintStatus
value = HintStatus.HINT_AVOID
class ClientStatusTest(Base.DataEnumTest):
type = ClientStatus
value = ClientStatus.CLIENT_GOAL
class SlotTypeTest(Base.DataEnumTest):
type = SlotType
value = SlotType.player

View File

@@ -1,8 +1,6 @@
import unittest
from collections import Counter
from Options import Choice, DefaultOnToggle, Toggle, OptionDict, OptionError, OptionSet, OptionList, OptionCounter
from Options import Choice, DefaultOnToggle, Toggle
class TestNumericOptions(unittest.TestCase):
@@ -76,97 +74,3 @@ class TestNumericOptions(unittest.TestCase):
self.assertTrue(toggle_string)
self.assertTrue(toggle_int)
self.assertTrue(toggle_alias)
class TestContainerOptions(unittest.TestCase):
def test_option_dict(self):
class TestOptionDict(OptionDict):
valid_keys = frozenset({"A", "B", "C"})
unknown_key_init_dict = {"D": "Foo"}
test_option_dict = TestOptionDict(unknown_key_init_dict)
self.assertRaises(OptionError, test_option_dict.verify_keys)
init_dict = {"A": "foo", "B": "bar"}
test_option_dict = TestOptionDict(init_dict)
self.assertEqual(test_option_dict, init_dict) # Implicit value comparison
self.assertEqual(test_option_dict["A"], "foo")
self.assertIn("B", test_option_dict)
self.assertNotIn("C", test_option_dict)
self.assertRaises(KeyError, lambda: test_option_dict["C"])
def test_option_set(self):
class TestOptionSet(OptionSet):
valid_keys = frozenset({"A", "B", "C"})
unknown_key_init_set = {"D"}
test_option_set = TestOptionSet(unknown_key_init_set)
self.assertRaises(OptionError, test_option_set.verify_keys)
init_set = {"A", "B"}
test_option_set = TestOptionSet(init_set)
self.assertEqual(test_option_set, init_set) # Implicit value comparison
self.assertIn("B", test_option_set)
self.assertNotIn("C", test_option_set)
def test_option_list(self):
class TestOptionList(OptionList):
valid_keys = frozenset({"A", "B", "C"})
unknown_key_init_list = ["D"]
test_option_list = TestOptionList(unknown_key_init_list)
self.assertRaises(OptionError, test_option_list.verify_keys)
init_list = ["A", "B"]
test_option_list = TestOptionList(init_list)
self.assertEqual(test_option_list, init_list)
self.assertIn("B", test_option_list)
self.assertNotIn("C", test_option_list)
def test_option_counter(self):
class TestOptionCounter(OptionCounter):
valid_keys = frozenset({"A", "B", "C"})
max = 10
min = 0
unknown_key_init_dict = {"D": 5}
test_option_counter = TestOptionCounter(unknown_key_init_dict)
self.assertRaises(OptionError, test_option_counter.verify_keys)
wrong_value_type_init_dict = {"A": "B"}
self.assertRaises(TypeError, TestOptionCounter, wrong_value_type_init_dict)
violates_max_init_dict = {"A": 5, "B": 11}
test_option_counter = TestOptionCounter(violates_max_init_dict)
self.assertRaises(OptionError, test_option_counter.verify_values)
violates_min_init_dict = {"A": -1, "B": 5}
test_option_counter = TestOptionCounter(violates_min_init_dict)
self.assertRaises(OptionError, test_option_counter.verify_values)
init_dict = {"A": 0, "B": 10}
test_option_counter = TestOptionCounter(init_dict)
self.assertEqual(test_option_counter, Counter(init_dict))
self.assertIn("A", test_option_counter)
self.assertNotIn("C", test_option_counter)
self.assertEqual(test_option_counter["A"], 0)
self.assertEqual(test_option_counter["B"], 10)
self.assertEqual(test_option_counter["C"], 0)
def test_culling_option_counter(self):
class TestCullingCounter(OptionCounter):
valid_keys = frozenset({"A", "B", "C"})
cull_zeroes = True
init_dict = {"A": 0, "B": 10}
test_option_counter = TestCullingCounter(init_dict)
self.assertNotIn("A", test_option_counter)
self.assertIn("B", test_option_counter)
self.assertNotIn("C", test_option_counter)
self.assertEqual(test_option_counter["A"], 0) # It's still a Counter! cull_zeroes is about "in" checks.
self.assertEqual(test_option_counter, Counter({"B": 10}))

View File

@@ -0,0 +1,86 @@
import os
import unittest
from Utils import is_macos
from WebHostLib.customserver import parse_game_ports, create_random_port_socket, get_used_ports
ci = bool(os.environ.get("CI"))
class TestPortAllocating(unittest.TestCase):
def test_parse_game_ports(self) -> None:
"""Ensure that game ports with ranges are parsed correctly"""
val = parse_game_ports(("1000-2000", "2000-5000", "1000-2000", 20, 40, "20", "0"))
self.assertListEqual(val.parsed_ports,
[range(1000, 2001), range(2000, 5001), range(1000, 2001), range(20, 21), range(40, 41),
range(20, 21)], "The parsed game ports are not the expected values")
self.assertTrue(val.ephemeral_allowed, "The ephemeral allowed flag is not set even though it was passed")
self.assertListEqual(val.weights, [1001, 4002, 5003, 5004, 5005, 5006],
"Cumulative weights are not the expected value")
val = parse_game_ports(())
self.assertListEqual(val.parsed_ports, [], "Empty list of game port returned something")
self.assertFalse(val.ephemeral_allowed, "Empty list returned that ephemeral is allowed")
val = parse_game_ports((0,))
self.assertListEqual(val.parsed_ports, [], "Empty list of ranges returned something")
self.assertTrue(val.ephemeral_allowed, "List with just 0 is not allowing ephemeral ports")
val = parse_game_ports((1,))
self.assertEqual(val.parsed_ports, [range(1, 2)], "Parsed ports doesn't contain the expected values")
self.assertFalse(val.ephemeral_allowed, "List with just single port returned that ephemeral is allowed")
def test_parse_game_port_errors(self) -> None:
"""Ensure that game ports with incorrect values raise the expected error"""
with self.assertRaises(ValueError, msg="Negative numbers didn't get interpreted as an invalid range"):
parse_game_ports(tuple("-50215"))
with self.assertRaises(ValueError, msg="Text got interpreted as a valid number"):
parse_game_ports(tuple("dwafawg"))
with self.assertRaises(
ValueError,
msg="A range with an extra dash at the end didn't get interpreted as an invalid number because of it's end dash"
):
parse_game_ports(tuple("20-21215-"))
with self.assertRaises(ValueError, msg="Text got interpreted as a valid number for the start of a range"):
parse_game_ports(tuple("f-21215"))
def test_random_port_socket_edge_cases(self) -> None:
"""Verify if edge cases on creation of random port socket is working fine"""
# Try giving an empty tuple and fail over it
with self.assertRaises(OSError) as err:
create_random_port_socket(tuple(), "127.0.0.1")
self.assertEqual(err.exception.errno, 98, "Raised an unexpected error code")
self.assertEqual(err.exception.strerror, "No available ports", "Raised an unexpected error string")
# Try only having ephemeral ports enabled
try:
create_random_port_socket(("0",), "127.0.0.1").close()
except OSError as err:
self.assertEqual(err.errno, 98, "Raised an unexpected error code")
# If it returns our error string that means something is wrong with our code
self.assertNotEqual(err.strerror, "No available ports",
"Raised an unexpected error string")
@unittest.skipUnless(ci, "can't guarantee free ports outside of CI")
def test_random_port_socket(self) -> None:
"""Verify if returned sockets use the correct port ranges"""
sockets = []
for _ in range(6):
socket = create_random_port_socket(("8080-8085",), "127.0.0.1")
sockets.append(socket)
_, port = socket.getsockname()
self.assertIn(port, range(8080, 8086), "Port of socket was not inside the expected range")
for s in sockets:
s.close()
sockets.clear()
length = 5_000 if is_macos else (30_000 - len(get_used_ports()))
for _ in range(length):
socket = create_random_port_socket(("30000-65535",), "127.0.0.1")
sockets.append(socket)
_, port = socket.getsockname()
self.assertIn(port, range(30_000, 65536), "Port of socket was not inside the expected range")
for s in sockets:
s.close()

View File

@@ -1,76 +0,0 @@
import math
from typing import Any, Callable
from typing_extensions import override
from uuid import uuid4
from werkzeug.routing import BaseConverter
from . import TestBase
class TestSUUID(TestBase):
converter: BaseConverter
filter: Callable[[Any], str]
@override
def setUp(self) -> None:
from werkzeug.routing import Map
super().setUp()
self.converter = self.app.url_map.converters["suuid"](Map())
self.filter = self.app.jinja_env.filters["suuid"] # type: ignore # defines how we use it, not what it can be
def test_is_reversible(self) -> None:
u = uuid4()
self.assertEqual(u, self.converter.to_python(self.converter.to_url(u)))
s = "A" * 22 # uuid with all zeros
self.assertEqual(s, self.converter.to_url(self.converter.to_python(s)))
def test_uuid_length(self) -> None:
with self.assertRaises(ValueError):
self.converter.to_python("AAAA")
def test_padding(self) -> None:
self.converter.to_python("A" * 22) # check that the correct value works
with self.assertRaises(ValueError):
self.converter.to_python("A" * 22 + "==") # converter should not allow padding
def test_empty(self) -> None:
with self.assertRaises(ValueError):
self.converter.to_python("")
def test_stray_equal_signs(self) -> None:
self.converter.to_python("A" * 22) # check that the correct value works
with self.assertRaises(ValueError):
self.converter.to_python("A" * 22 + "==" + "AA") # the "==AA" should not be ignored, but error out
with self.assertRaises(ValueError):
self.converter.to_python("A" * 20 + "==" + "AA") # the final "A"s should not be appended to the first "A"s
def test_stray_whitespace(self) -> None:
s = "A" * 22
self.converter.to_python(s) # check that the correct value works
for char in " \t\r\n\v":
for pos in (0, 11, 22):
with self.subTest(char=char, pos=pos):
s_with_whitespace = s[0:pos] + char * 4 + s[pos:] # insert 4 to make padding correct
# check that the constructed s_with_whitespace is correct
self.assertEqual(len(s_with_whitespace), len(s) + 4)
self.assertEqual(s_with_whitespace[pos], char)
# s_with_whitespace should be invalid as SUUID
with self.assertRaises(ValueError):
self.converter.to_python(s_with_whitespace)
def test_filter_returns_valid_string(self) -> None:
u = uuid4()
s = self.filter(u)
self.assertIsInstance(s, str)
self.assertNotIn("=", s)
self.assertEqual(len(s), math.ceil(len(u.bytes) * 4 / 3))
def test_filter_is_same_as_converter(self) -> None:
u = uuid4()
self.assertEqual(self.filter(u), self.converter.to_url(u))
def test_filter_bad_type(self) -> None:
with self.assertRaises(Exception): # currently the type is not checked directly, so any exception is valid
self.filter(None)

View File

View File

@@ -0,0 +1,147 @@
import typing as t
from copy import deepcopy
from typing_extensions import override
from test.multiserver.test_gamespackage_cache import GamesPackageCacheTest
import Utils
from NetUtils import GamesPackage
from apmw.webhost.customserver.gamespackagecache import DBGamesPackageCache
class FakeGameDataPackage:
_rows: "t.ClassVar[dict[str, FakeGameDataPackage]]" = {}
data: bytes
@classmethod
def get(cls, checksum: str) -> "FakeGameDataPackage | None":
return cls._rows.get(checksum, None)
@classmethod
def add(cls, checksum: str, full_games_package: GamesPackage) -> None:
row = FakeGameDataPackage()
row.data = Utils.restricted_dumps(full_games_package)
cls._rows[checksum] = row
class DBGamesPackageCacheTest(GamesPackageCacheTest):
cache: DBGamesPackageCache
any_game: t.ClassVar[str] = "My Game"
static_data: t.ClassVar[dict[str, GamesPackage]] = { # noqa: pycharm doesn't understand this
"My Game": {
"item_name_to_id": {"Item 1": 1},
"location_name_to_id": {"Location 1": 1},
"item_name_groups": {"Everything": ["Item 1"]},
"location_name_groups": {"Everywhere": ["Location 1"]},
"checksum": "2345",
}
}
orig_db_type: t.ClassVar[type]
@override
@classmethod
def setUpClass(cls) -> None:
import WebHostLib.models
cls.orig_db_type = WebHostLib.models.GameDataPackage
WebHostLib.models.GameDataPackage = FakeGameDataPackage # type: ignore
@override
def setUp(self) -> None:
self.cache = DBGamesPackageCache(self.static_data)
@override
@classmethod
def tearDownClass(cls) -> None:
import WebHostLib.models
WebHostLib.models.GameDataPackage = cls.orig_db_type # type: ignore
def assert_conversion(
self,
full_games_package: GamesPackage,
reduced_games_package: dict[str, t.Any],
item_name_groups: dict[str, t.Any],
location_name_groups: dict[str, t.Any],
) -> None:
for key in ("item_name_to_id", "location_name_to_id", "checksum"):
if key in full_games_package:
self.assertEqual(reduced_games_package[key], full_games_package[key]) # noqa: pycharm
self.assertEqual(item_name_groups, full_games_package["item_name_groups"])
self.assertEqual(location_name_groups, full_games_package["location_name_groups"])
def assert_static_conversion(
self,
full_games_package: GamesPackage,
reduced_games_package: dict[str, t.Any],
item_name_groups: dict[str, t.Any],
location_name_groups: dict[str, t.Any],
) -> None:
self.assert_conversion(full_games_package, reduced_games_package, item_name_groups, location_name_groups)
for key in ("item_name_to_id", "location_name_to_id", "checksum"):
self.assertIs(reduced_games_package[key], full_games_package[key]) # noqa: pycharm
def test_get_static_contents(self) -> None:
"""Tests that get_static returns the correct data"""
reduced_games_package, item_name_groups, location_name_groups = self.cache.get_static(self.any_game)
for key in ("item_name_to_id", "location_name_to_id", "checksum"):
self.assertIs(reduced_games_package[key], self.static_data[self.any_game][key]) # noqa: pycharm
self.assertEqual(item_name_groups, self.static_data[self.any_game]["item_name_groups"])
self.assertEqual(location_name_groups, self.static_data[self.any_game]["location_name_groups"])
def test_static_not_evicted(self) -> None:
"""Tests that static data is not evicted from cache during gc"""
import gc
game_name = next(iter(self.static_data.keys()))
ids = [id(o) for o in self.cache.get_static(game_name)]
gc.collect()
self.assertEqual(ids, [id(o) for o in self.cache.get_static(game_name)])
def test_get_is_static(self) -> None:
"""Tests that a get with correct checksum return the static items"""
# NOTE: this is only true for the DB cache, not the "regular" one, since we want to avoid loading worlds there
cks: GamesPackage = {"checksum": self.static_data[self.any_game]["checksum"]} # noqa: pycharm doesn't like this
reduced_games_package1, item_name_groups1, location_name_groups1 = self.cache.get(self.any_game, cks)
reduced_games_package2, item_name_groups2, location_name_groups2 = self.cache.get_static(self.any_game)
self.assertIs(reduced_games_package1, reduced_games_package2)
self.assertEqual(location_name_groups1, location_name_groups2)
self.assertEqual(item_name_groups1, item_name_groups2)
def test_get_from_db(self) -> None:
"""Tests that a get with only checksum will load the full data from db and is cached"""
game_name = "Another Game"
full_games_package = deepcopy(self.static_data[self.any_game])
full_games_package["checksum"] = "3456"
cks: GamesPackage = {"checksum": full_games_package["checksum"]} # noqa: pycharm doesn't like this
FakeGameDataPackage.add(full_games_package["checksum"], full_games_package)
before_add = len(self.cache._reduced_games_packages)
data = self.cache.get(game_name, cks)
self.assert_conversion(full_games_package, *data) # type: ignore
self.assertEqual(before_add + 1, len(self.cache._reduced_games_packages))
def test_get_missing_from_db_uses_full_games_package(self) -> None:
"""Tests that a get with full data (missing from db) will use the full data and is cached"""
game_name = "Yet Another Game"
full_games_package = deepcopy(self.static_data[self.any_game])
full_games_package["checksum"] = "4567"
before_add = len(self.cache._reduced_games_packages)
data = self.cache.get(game_name, full_games_package)
self.assert_conversion(full_games_package, *data) # type: ignore
self.assertEqual(before_add + 1, len(self.cache._reduced_games_packages))
def test_get_without_checksum_uses_full_games_package(self) -> None:
"""Tests that a get with full data and no checksum will use the full data and is not cached"""
game_name = "Yet Another Game"
full_games_package = deepcopy(self.static_data[self.any_game])
del full_games_package["checksum"]
before_add = len(self.cache._reduced_games_packages)
data = self.cache.get(game_name, full_games_package)
self.assert_conversion(full_games_package, *data) # type: ignore
self.assertEqual(before_add, len(self.cache._reduced_games_packages))
def test_get_missing_from_db_raises(self) -> None:
"""Tests that a get that requires a row to exist raise an exception if it doesn't"""
with self.assertRaises(Exception):
_ = self.cache.get("Does not exist", {"checksum": "0000"})

View File

@@ -269,9 +269,8 @@ if not is_frozen():
from Launcher import open_folder
import argparse
parser = argparse.ArgumentParser(prog="Build APWorlds", description="Build script for APWorlds")
parser.add_argument("worlds", type=str, default=(), nargs="*", help="names of APWorlds to build")
parser.add_argument("--skip_open_folder", action="store_true", help="don't open the output build folder")
parser = argparse.ArgumentParser("Build script for APWorlds")
parser.add_argument("worlds", type=str, default=(), nargs="*", help="Names of APWorlds to build.")
args = parser.parse_args(launch_args)
if args.worlds:
@@ -321,9 +320,7 @@ if not is_frozen():
zf.write(pathlib.Path(world_directory, file), pathlib.Path(file_name, file))
zf.writestr(apworld.manifest_path, json.dumps(manifest))
if not args.skip_open_folder:
open_folder(apworlds_folder)
open_folder(apworlds_folder)
components.append(Component("Build APWorlds", func=_build_apworlds, cli=True,
description="Build APWorlds from loose-file world folders."))

View File

@@ -3,10 +3,10 @@ from Options import PerGameCommonOptions
from .Locations import location_table, AdventureLocation, dragon_room_to_region
def connect(multiworld: MultiWorld, player: int, source: str, target: str, rule: callable = lambda state: True,
def connect(world: MultiWorld, player: int, source: str, target: str, rule: callable = lambda state: True,
one_way=False, name=None):
source_region = multiworld.get_region(source, player)
target_region = multiworld.get_region(target, player)
source_region = world.get_region(source, player)
target_region = world.get_region(target, player)
if name is None:
name = source + " to " + target
@@ -22,7 +22,7 @@ def connect(multiworld: MultiWorld, player: int, source: str, target: str, rule:
source_region.exits.append(connection)
connection.connect(target_region)
if not one_way:
connect(multiworld, player, target, source, rule, True)
connect(world, player, target, source, rule, True)
def create_regions(options: PerGameCommonOptions, multiworld: MultiWorld, player: int, dragon_rooms: []) -> None:

View File

@@ -3,47 +3,47 @@ from worlds.generic.Rules import add_rule, set_rule, forbid_item
def set_rules(self) -> None:
multiworld = self.multiworld
world = self.multiworld
use_bat_logic = self.options.bat_logic.value == BatLogic.option_use_logic
set_rule(multiworld.get_entrance("YellowCastlePort", self.player),
set_rule(world.get_entrance("YellowCastlePort", self.player),
lambda state: state.has("Yellow Key", self.player))
set_rule(multiworld.get_entrance("BlackCastlePort", self.player),
set_rule(world.get_entrance("BlackCastlePort", self.player),
lambda state: state.has("Black Key", self.player))
set_rule(multiworld.get_entrance("WhiteCastlePort", self.player),
set_rule(world.get_entrance("WhiteCastlePort", self.player),
lambda state: state.has("White Key", self.player))
# a future thing would be to make the bat an actual item, or at least allow it to
# be placed in a castle, which would require some additions to the rules when
# use_bat_logic is true
if not use_bat_logic:
set_rule(multiworld.get_entrance("WhiteCastleSecretPassage", self.player),
set_rule(world.get_entrance("WhiteCastleSecretPassage", self.player),
lambda state: state.has("Bridge", self.player))
set_rule(multiworld.get_entrance("WhiteCastlePeekPassage", self.player),
set_rule(world.get_entrance("WhiteCastlePeekPassage", self.player),
lambda state: state.has("Bridge", self.player) or
state.has("Magnet", self.player))
set_rule(multiworld.get_entrance("BlackCastleVaultEntrance", self.player),
set_rule(world.get_entrance("BlackCastleVaultEntrance", self.player),
lambda state: state.has("Bridge", self.player) or
state.has("Magnet", self.player))
dragon_slay_check = self.options.dragon_slay_check.value
if dragon_slay_check:
if self.difficulty_switch_b == DifficultySwitchB.option_hard_with_unlock_item:
set_rule(multiworld.get_location("Slay Yorgle", self.player),
set_rule(world.get_location("Slay Yorgle", self.player),
lambda state: state.has("Sword", self.player) and
state.has("Right Difficulty Switch", self.player))
set_rule(multiworld.get_location("Slay Grundle", self.player),
set_rule(world.get_location("Slay Grundle", self.player),
lambda state: state.has("Sword", self.player) and
state.has("Right Difficulty Switch", self.player))
set_rule(multiworld.get_location("Slay Rhindle", self.player),
set_rule(world.get_location("Slay Rhindle", self.player),
lambda state: state.has("Sword", self.player) and
state.has("Right Difficulty Switch", self.player))
else:
set_rule(multiworld.get_location("Slay Yorgle", self.player),
set_rule(world.get_location("Slay Yorgle", self.player),
lambda state: state.has("Sword", self.player))
set_rule(multiworld.get_location("Slay Grundle", self.player),
set_rule(world.get_location("Slay Grundle", self.player),
lambda state: state.has("Sword", self.player))
set_rule(multiworld.get_location("Slay Rhindle", self.player),
set_rule(world.get_location("Slay Rhindle", self.player),
lambda state: state.has("Sword", self.player))
# really this requires getting the dot item, and having another item or enemy
@@ -51,37 +51,37 @@ def set_rules(self) -> None:
# to actually make randomized, since it is invisible. May add some options
# for how that works in the distant future, but for now, just say you need
# the bridge and black key to get to it, as that simplifies things a lot
set_rule(multiworld.get_entrance("CreditsWall", self.player),
set_rule(world.get_entrance("CreditsWall", self.player),
lambda state: state.has("Bridge", self.player) and
state.has("Black Key", self.player))
if not use_bat_logic:
set_rule(multiworld.get_entrance("CreditsToFarSide", self.player),
set_rule(world.get_entrance("CreditsToFarSide", self.player),
lambda state: state.has("Magnet", self.player))
# bridge literally does not fit in this space, I think. I'll just exclude it
forbid_item(multiworld.get_location("Dungeon Vault", self.player), "Bridge", self.player)
forbid_item(world.get_location("Dungeon Vault", self.player), "Bridge", self.player)
# don't put magnet in locations that can pull in-logic items out of reach unless the bat is in play
if not use_bat_logic:
forbid_item(multiworld.get_location("Dungeon Vault", self.player), "Magnet", self.player)
forbid_item(multiworld.get_location("Red Maze Vault Entrance", self.player), "Magnet", self.player)
forbid_item(multiworld.get_location("Credits Right Side", self.player), "Magnet", self.player)
forbid_item(world.get_location("Dungeon Vault", self.player), "Magnet", self.player)
forbid_item(world.get_location("Red Maze Vault Entrance", self.player), "Magnet", self.player)
forbid_item(world.get_location("Credits Right Side", self.player), "Magnet", self.player)
# and obviously we don't want to start with the game already won
forbid_item(multiworld.get_location("Inside Yellow Castle", self.player), "Chalice", self.player)
overworld = multiworld.get_region("Overworld", self.player)
forbid_item(world.get_location("Inside Yellow Castle", self.player), "Chalice", self.player)
overworld = world.get_region("Overworld", self.player)
for loc in overworld.locations:
forbid_item(loc, "Chalice", self.player)
add_rule(multiworld.get_location("Chalice Home", self.player),
add_rule(world.get_location("Chalice Home", self.player),
lambda state: state.has("Chalice", self.player) and state.has("Yellow Key", self.player))
# multiworld.random.choice(overworld.locations).progress_type = LocationProgressType.PRIORITY
# world.random.choice(overworld.locations).progress_type = LocationProgressType.PRIORITY
# all_locations = multiworld.get_locations(self.player).copy()
# all_locations = world.get_locations(self.player).copy()
# while priority_count < get_num_items():
# loc = multiworld.random.choice(all_locations)
# loc = world.random.choice(all_locations)
# if loc.progress_type == LocationProgressType.DEFAULT:
# loc.progress_type = LocationProgressType.PRIORITY
# priority_count += 1

View File

@@ -105,8 +105,8 @@ class AdventureWorld(World):
location_name_to_id: ClassVar[Dict[str, int]] = {name: data.location_id for name, data in location_table.items()}
required_client_version: Tuple[int, int, int] = (0, 3, 9)
def __init__(self, multiworld: MultiWorld, player: int):
super().__init__(multiworld, player)
def __init__(self, world: MultiWorld, player: int):
super().__init__(world, player)
self.rom_name: Optional[bytearray] = bytearray("", "utf8" )
self.dragon_rooms: [int] = [0x14, 0x19, 0x4]
self.dragon_slay_check: Optional[int] = 0

View File

@@ -1,2 +1,2 @@
maseya-z3pr==1.0.0rc1
xxtea==3.7.0
maseya-z3pr>=1.0.0rc1
xxtea>=3.0.0

View File

@@ -1,6 +1,6 @@
{
"game": "APQuest",
"minimum_ap_version": "0.6.7",
"world_version": "2.0.0",
"minimum_ap_version": "0.6.4",
"world_version": "1.0.1",
"authors": ["NewSoupVi"]
}

View File

@@ -30,10 +30,7 @@
C to fire available Confetti Cannons
Number Keys + Backspace for Math Trap\n
[b]Click to move also works![/b]
Click/tap Confetti Cannon to fire it
Submit Math Trap solution in the command line at the bottom"""
Rebinding controls might be added in the future :)"""
<VolumeSliderView>:
orientation: "horizontal"

View File

@@ -4,9 +4,8 @@ from argparse import Namespace
from enum import Enum
from typing import TYPE_CHECKING, Any
from CommonClient import ClientCommandProcessor, CommonContext, logger, server_loop
from CommonClient import CommonContext, gui_enabled, logger, server_loop
from NetUtils import ClientStatus
from Utils import gui_enabled
from ..game.events import ConfettiFired, LocationClearedEvent, MathProblemSolved, MathProblemStarted, VictoryEvent
from ..game.game import Game
@@ -42,16 +41,6 @@ class ConnectionStatus(Enum):
GAME_RUNNING = 3
class APQuestClientCommandProcessor(ClientCommandProcessor):
ctx: "APQuestContext"
def default(self, raw: str) -> None:
if self.ctx.external_math_trap_input(raw):
return
super().default(raw)
class APQuestContext(CommonContext):
game = "APQuest"
items_handling = 0b111 # full remote
@@ -76,7 +65,6 @@ class APQuestContext(CommonContext):
delay_intro_song: bool
ui: APQuestManager
command_processor = APQuestClientCommandProcessor
def __init__(
self, server_address: str | None = None, password: str | None = None, delay_intro_song: bool = False
@@ -184,6 +172,7 @@ class APQuestContext(CommonContext):
assert self.ap_quest_game is not None
self.ap_quest_game.gameboard.fill_remote_location_content(remote_item_graphic_overrides)
self.render()
self.ui.game_view.bind_keyboard()
self.connection_status = ConnectionStatus.GAME_RUNNING
self.ui.game_started()
@@ -198,7 +187,7 @@ class APQuestContext(CommonContext):
if self.ap_quest_game is None:
raise RuntimeError("Tried to render before self.ap_quest_game was initialized.")
self.ui.render(self.ap_quest_game, self.player_sprite, self.hard_mode)
self.ui.render(self.ap_quest_game, self.player_sprite)
self.handle_game_events()
def location_checked_side_effects(self, location: int) -> None:
@@ -255,59 +244,6 @@ class APQuestContext(CommonContext):
self.ap_quest_game.input(input_key)
self.render()
def queue_auto_move(self, target_x: int, target_y: int) -> None:
if self.ap_quest_game is None:
return
if not self.ap_quest_game.gameboard.ready:
return
if not self.ui.game_view.focused > 1: # Must already be in focus
return
self.ap_quest_game.queue_auto_move(target_x, target_y)
self.ui.start_auto_move()
def do_auto_move_and_rerender(self) -> None:
if self.ap_quest_game is None:
return
if not self.ap_quest_game.gameboard.ready:
return
changed = self.ap_quest_game.do_auto_move()
if changed:
self.render()
def confetti_and_rerender(self) -> None:
# Used by tap mode
if self.ap_quest_game is None:
return
if not self.ap_quest_game.gameboard.ready:
return
if self.ap_quest_game.attempt_fire_confetti_cannon():
self.render()
def external_math_trap_input(self, raw: str) -> bool:
if self.ap_quest_game is None:
return False
if not self.ap_quest_game.gameboard.ready:
return False
if not self.ap_quest_game.active_math_problem:
return False
raw = raw.strip()
if not raw:
return False
if not raw.isnumeric():
return False
self.ap_quest_game.math_problem_replace([int(digit) for digit in raw])
if not self.ap_quest_game.active_math_problem:
self.ui.game_view.force_focus()
self.render()
return True
def make_gui(self) -> "type[kvui.GameManager]":
self.load_kv()
return APQuestManager

View File

@@ -4,26 +4,29 @@ from math import sqrt
from random import choice, random
from typing import Any
from kivy.core.window import Window
from kivy.core.window import Keyboard, Window
from kivy.graphics import Color, Triangle
from kivy.graphics.instructions import Canvas
from kivy.uix.behaviors import ButtonBehavior
from kivy.input import MotionEvent
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.gridlayout import GridLayout
from kivy.uix.image import Image
from kivy.uix.widget import Widget
from kivymd.uix.recycleview import MDRecycleView
from CommonClient import logger
from ..game.inputs import Input
INPUT_MAP_STR = {
INPUT_MAP = {
"up": Input.UP,
"w": Input.UP,
"down": Input.DOWN,
"s": Input.DOWN,
"right": Input.RIGHT,
"d": Input.RIGHT,
"left": Input.LEFT,
"a": Input.LEFT,
" ": Input.ACTION,
"spacebar": Input.ACTION,
"c": Input.CONFETTI,
"0": Input.ZERO,
"1": Input.ONE,
@@ -35,52 +38,38 @@ INPUT_MAP_STR = {
"7": Input.SEVEN,
"8": Input.EIGHT,
"9": Input.NINE,
}
INPUT_MAP_SPECIAL_INT = {
# Arrow Keys and Backspace
273: Input.UP,
274: Input.DOWN,
275: Input.RIGHT,
276: Input.LEFT,
8: Input.BACKSPACE,
"backspace": Input.BACKSPACE,
}
class APQuestGameView(MDRecycleView):
focused: int = 1
_keyboard: Keyboard | None = None
input_function: Callable[[Input], None]
def __init__(self, input_function: Callable[[Input], None], **kwargs: Any) -> None:
super().__init__(**kwargs)
self.input_function = input_function
Window.bind(on_key_down=self._on_keyboard_down)
Window.bind(on_touch_down=self.check_focus)
self.opacity = 0.5
self.bind_keyboard()
def check_focus(self, _, touch, *args, **kwargs) -> None:
if self.parent.collide_point(*touch.pos):
self.focused += 1
self.opacity = 1
def on_touch_down(self, touch: MotionEvent) -> None:
self.bind_keyboard()
def bind_keyboard(self) -> None:
if self._keyboard is not None:
return
self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
self._keyboard.bind(on_key_down=self._on_keyboard_down)
self.focused = 0
self.opacity = 0.5
def _keyboard_closed(self) -> None:
if self._keyboard is None:
return
self._keyboard.unbind(on_key_down=self._on_keyboard_down)
self._keyboard = None
def force_focus(self) -> None:
Window.release_keyboard()
self.focused = 1
self.opacity = 1
def _on_keyboard_down(self, _: Any, keycode_int: int, _2: Any, keycode: str, _4: Any) -> bool:
if not self.focused:
return False
if keycode in INPUT_MAP_STR:
self.input_function(INPUT_MAP_STR[keycode])
elif keycode_int in INPUT_MAP_SPECIAL_INT:
self.input_function(INPUT_MAP_SPECIAL_INT[keycode_int])
return False
def _on_keyboard_down(self, _: Any, keycode: tuple[int, str], _1: Any, _2: Any) -> bool:
if keycode[1] in INPUT_MAP:
self.input_function(INPUT_MAP[keycode[1]])
return True
class APQuestGrid(GridLayout):
@@ -88,7 +77,7 @@ class APQuestGrid(GridLayout):
parent_width, parent_height = self.parent.size
self_width_according_to_parent_height = parent_height * 12 / 11
self_height_according_to_parent_width = parent_width * 11 / 12
self_height_according_to_parent_width = parent_height * 11 / 12
if self_width_according_to_parent_height > parent_width:
self.size = parent_width, self_height_according_to_parent_width
@@ -214,23 +203,13 @@ class Confetti:
return True
class ConfettiView(Widget):
class ConfettiView(MDRecycleView):
confetti: list[Confetti]
def __init__(self, **kwargs: Any) -> None:
super().__init__(**kwargs)
self.confetti = []
# Don't eat tap events for the game grid under the confetti view
def on_touch_down(self, touch) -> bool:
return False
def on_touch_move(self, touch) -> bool:
return False
def on_touch_up(self, touch) -> bool:
return False
def check_resize(self, _: int, _1: int) -> None:
parent_width, parent_height = self.parent.size
@@ -275,32 +254,3 @@ class VolumeSliderView(BoxLayout):
class APQuestControlsView(BoxLayout):
pass
class TapImage(ButtonBehavior, Image):
callback: Callable[[], None]
def __init__(self, callback: Callable[[], None], **kwargs) -> None:
self.callback = callback
super().__init__(**kwargs)
def on_release(self) -> bool:
self.callback()
return True
class TapIfConfettiCannonImage(ButtonBehavior, Image):
callback: Callable[[], None]
is_confetti_cannon: bool = False
def __init__(self, callback: Callable[[], None], **kwargs: dict[str, Any]) -> None:
self.callback = callback
super().__init__(**kwargs)
def on_release(self) -> bool:
if self.is_confetti_cannon:
self.callback()
return True

View File

@@ -6,7 +6,6 @@ from kvui import GameManager, MDNavigationItemBase
# isort: on
from typing import TYPE_CHECKING, Any
from kivy._clock import ClockEvent
from kivy.clock import Clock
from kivy.uix.gridlayout import GridLayout
from kivy.uix.image import Image
@@ -14,16 +13,7 @@ from kivy.uix.layout import Layout
from kivymd.uix.recycleview import MDRecycleView
from ..game.game import Game
from ..game.graphics import Graphic
from .custom_views import (
APQuestControlsView,
APQuestGameView,
APQuestGrid,
ConfettiView,
TapIfConfettiCannonImage,
TapImage,
VolumeSliderView,
)
from .custom_views import APQuestControlsView, APQuestGameView, APQuestGrid, ConfettiView, VolumeSliderView
from .graphics import PlayerSprite, get_texture
from .sounds import SoundManager
@@ -38,17 +28,15 @@ class APQuestManager(GameManager):
lower_game_grid: GridLayout
upper_game_grid: GridLayout
game_view: MDRecycleView | None = None
game_view: MDRecycleView
game_view_tab: MDNavigationItemBase
sound_manager: SoundManager
bottom_image_grid: list[list[Image]]
top_image_grid: list[list[TapImage]]
top_image_grid: list[list[Image]]
confetti_view: ConfettiView
move_event: ClockEvent | None
bottom_grid_is_grass: bool
def __init__(self, *args: Any, **kwargs: Any) -> None:
@@ -57,7 +45,6 @@ class APQuestManager(GameManager):
self.sound_manager.allow_intro_to_play = not self.ctx.delay_intro_song
self.top_image_grid = []
self.bottom_image_grid = []
self.move_event = None
self.bottom_grid_is_grass = False
def allow_intro_song(self) -> None:
@@ -84,27 +71,25 @@ class APQuestManager(GameManager):
def game_started(self) -> None:
self.switch_to_game_tab()
if self.game_view is not None:
self.game_view.force_focus()
self.sound_manager.game_started = True
def render(self, game: Game, player_sprite: PlayerSprite, hard_mode: bool) -> None:
self.setup_game_grid_if_not_setup(game)
def render(self, game: Game, player_sprite: PlayerSprite) -> None:
self.setup_game_grid_if_not_setup(game.gameboard.size)
# This calls game.render(), which needs to happen to update the state of math traps
self.render_gameboard(game, player_sprite, hard_mode)
self.render_gameboard(game, player_sprite)
# Only now can we check whether a math problem is active
self.render_background_game_grid(game.gameboard.size, game.active_math_problem is None)
self.sound_manager.math_trap_active = game.active_math_problem is not None
self.render_item_column(game)
def render_gameboard(self, game: Game, player_sprite: PlayerSprite, hard_mode: bool) -> None:
def render_gameboard(self, game: Game, player_sprite: PlayerSprite) -> None:
rendered_gameboard = game.render()
for gameboard_row, image_row in zip(rendered_gameboard, self.top_image_grid, strict=False):
for graphic, image in zip(gameboard_row, image_row[:11], strict=False):
texture = get_texture(graphic, player_sprite, hard_mode)
texture = get_texture(graphic, player_sprite)
if texture is None:
image.opacity = 0
@@ -119,8 +104,6 @@ class APQuestManager(GameManager):
for item_graphic, image_row in zip(rendered_item_column, self.top_image_grid, strict=False):
image = image_row[-1]
image.is_confetti_cannon = item_graphic == Graphic.CONFETTI_CANNON
texture = get_texture(item_graphic)
if texture is None:
image.opacity = 0
@@ -153,25 +136,23 @@ class APQuestManager(GameManager):
self.bottom_grid_is_grass = grass
def setup_game_grid_if_not_setup(self, game: Game) -> None:
def setup_game_grid_if_not_setup(self, size: tuple[int, int]) -> None:
if self.upper_game_grid.children:
return
self.top_image_grid = []
self.bottom_image_grid = []
size = game.gameboard.size
for row in range(size[1]):
for _row in range(size[1]):
self.top_image_grid.append([])
self.bottom_image_grid.append([])
for column in range(size[0]):
for _column in range(size[0]):
bottom_image = Image(fit_mode="fill", color=(0.3, 0.3, 0.3))
self.lower_game_grid.add_widget(bottom_image)
self.bottom_image_grid[-1].append(bottom_image)
top_image = TapImage(lambda y=row, x=column: self.ctx.queue_auto_move(x, y), fit_mode="fill")
top_image = Image(fit_mode="fill")
self.upper_game_grid.add_widget(top_image)
self.top_image_grid[-1].append(top_image)
@@ -179,19 +160,11 @@ class APQuestManager(GameManager):
image = Image(fit_mode="fill", color=(0.3, 0.3, 0.3))
self.lower_game_grid.add_widget(image)
image2 = TapIfConfettiCannonImage(lambda: self.ctx.confetti_and_rerender(), fit_mode="fill", opacity=0)
image2 = Image(fit_mode="fill", opacity=0)
self.upper_game_grid.add_widget(image2)
self.top_image_grid[-1].append(image2)
def start_auto_move(self) -> None:
if self.move_event is not None:
self.move_event.cancel()
self.ctx.do_auto_move_and_rerender()
self.move_event = Clock.schedule_interval(lambda _: self.ctx.do_auto_move_and_rerender(), 0.10)
def build(self) -> Layout:
container = super().build()

View File

@@ -1,10 +1,10 @@
import pkgutil
from collections.abc import Buffer
from enum import Enum
from io import BytesIO
from typing import Literal, NamedTuple, Protocol, cast
from kivy.uix.image import CoreImage
from typing_extensions import Buffer
from CommonClient import logger
@@ -29,7 +29,6 @@ class RelatedTexture(NamedTuple):
IMAGE_GRAPHICS: dict[Graphic, str | RelatedTexture] = {
# Inanimates
Graphic.WALL: RelatedTexture("inanimates.png", 16, 32, 16, 16),
Graphic.BREAKABLE_BLOCK: RelatedTexture("inanimates.png", 32, 32, 16, 16),
Graphic.CHEST: RelatedTexture("inanimates.png", 0, 16, 16, 16),
@@ -38,25 +37,29 @@ IMAGE_GRAPHICS: dict[Graphic, str | RelatedTexture] = {
Graphic.BUTTON_NOT_ACTIVATED: RelatedTexture("inanimates.png", 0, 0, 16, 16),
Graphic.BUTTON_ACTIVATED: RelatedTexture("inanimates.png", 16, 0, 16, 16),
Graphic.BUTTON_DOOR: RelatedTexture("inanimates.png", 32, 0, 16, 16),
# Enemies
Graphic.NORMAL_ENEMY_1_HEALTH: RelatedTexture("normal_enemy.png", 0, 0, 16, 16),
Graphic.NORMAL_ENEMY_2_HEALTH: RelatedTexture("normal_enemy.png", 16, 0, 16, 16),
Graphic.BOSS_5_HEALTH: RelatedTexture("boss.png", 16, 16, 16, 16),
Graphic.BOSS_4_HEALTH: RelatedTexture("boss.png", 0, 16, 16, 16),
Graphic.BOSS_3_HEALTH: RelatedTexture("boss.png", 32, 32, 16, 16),
Graphic.BOSS_2_HEALTH: RelatedTexture("boss.png", 16, 32, 16, 16),
Graphic.BOSS_1_HEALTH: RelatedTexture("boss.png", 0, 32, 16, 16),
# Items
Graphic.EMPTY_HEART: RelatedTexture("hearts.png", 0, 0, 16, 16),
Graphic.HEART: RelatedTexture("hearts.png", 16, 0, 16, 16),
Graphic.HALF_HEART: RelatedTexture("hearts.png", 32, 0, 16, 16),
Graphic.REMOTE_ITEM: RelatedTexture("items.png", 0, 16, 16, 16),
Graphic.CONFETTI_CANNON: RelatedTexture("items.png", 16, 16, 16, 16),
Graphic.HAMMER: RelatedTexture("items.png", 32, 16, 16, 16),
Graphic.KEY: RelatedTexture("items.png", 0, 0, 16, 16),
Graphic.SHIELD: RelatedTexture("items.png", 16, 0, 16, 16),
Graphic.SWORD: RelatedTexture("items.png", 32, 0, 16, 16),
# Numbers
Graphic.ITEMS_TEXT: "items_text.png",
Graphic.ZERO: RelatedTexture("numbers.png", 0, 16, 16, 16),
Graphic.ONE: RelatedTexture("numbers.png", 16, 16, 16, 16),
Graphic.TWO: RelatedTexture("numbers.png", 32, 16, 16, 16),
@@ -67,29 +70,26 @@ IMAGE_GRAPHICS: dict[Graphic, str | RelatedTexture] = {
Graphic.SEVEN: RelatedTexture("numbers.png", 32, 0, 16, 16),
Graphic.EIGHT: RelatedTexture("numbers.png", 48, 0, 16, 16),
Graphic.NINE: RelatedTexture("numbers.png", 64, 0, 16, 16),
# Letters
Graphic.LETTER_A: RelatedTexture("letters.png", 0, 16, 16, 16),
Graphic.LETTER_E: RelatedTexture("letters.png", 16, 16, 16, 16),
Graphic.LETTER_H: RelatedTexture("letters.png", 32, 16, 16, 16),
Graphic.LETTER_I: RelatedTexture("letters.png", 0, 0, 16, 16),
Graphic.LETTER_M: RelatedTexture("letters.png", 16, 0, 16, 16),
Graphic.LETTER_T: RelatedTexture("letters.png", 32, 0, 16, 16),
# Mathematical symbols
Graphic.DIVIDE: RelatedTexture("symbols.png", 0, 16, 16, 16),
Graphic.EQUALS: RelatedTexture("symbols.png", 16, 16, 16, 16),
Graphic.MINUS: RelatedTexture("symbols.png", 32, 16, 16, 16),
Graphic.PLUS: RelatedTexture("symbols.png", 0, 0, 16, 16),
Graphic.TIMES: RelatedTexture("symbols.png", 16, 0, 16, 16),
# Other visual-only elements
Graphic.ITEMS_TEXT: "items_text.png",
Graphic.NO: RelatedTexture("symbols.png", 32, 0, 16, 16),
Graphic.UNKNOWN: RelatedTexture("symbols.png", 32, 0, 16, 16), # Same as "No"
}
BACKGROUND_TILE = RelatedTexture("inanimates.png", 0, 32, 16, 16)
EASY_MODE_BOSS_2_HEALTH = RelatedTexture("boss.png", 16, 0, 16, 16)
class PlayerSprite(Enum):
HUMAN = 0
@@ -160,18 +160,13 @@ def get_texture_by_identifier(texture_identifier: str | RelatedTexture) -> Textu
return sub_texture
def get_texture(
graphic: Graphic | Literal["Grass"], player_sprite: PlayerSprite | None = None, hard_mode: bool = False
) -> Texture | None:
def get_texture(graphic: Graphic | Literal["Grass"], player_sprite: PlayerSprite | None = None) -> Texture | None:
if graphic == Graphic.EMPTY:
return None
if graphic == "Grass":
return get_texture_by_identifier(BACKGROUND_TILE)
if graphic == Graphic.BOSS_2_HEALTH and not hard_mode:
return get_texture_by_identifier(EASY_MODE_BOSS_2_HEALTH)
if graphic in IMAGE_GRAPHICS:
return get_texture_by_identifier(IMAGE_GRAPHICS[graphic])

View File

@@ -1,12 +1,12 @@
import asyncio
import pkgutil
from asyncio import Task
from collections.abc import Buffer
from pathlib import Path
from typing import cast
from kivy import Config
from kivy.core.audio import Sound, SoundLoader
from typing_extensions import Buffer
from CommonClient import logger
@@ -85,7 +85,7 @@ class SoundManager:
def ensure_config(self) -> None:
Config.adddefaultsection("APQuest")
Config.setdefault("APQuest", "volume", 30)
Config.setdefault("APQuest", "volume", 50)
self.set_volume_percentage(Config.getint("APQuest", "volume"))
async def sound_manager_loop(self) -> None:
@@ -149,7 +149,6 @@ class SoundManager:
continue
if sound_name == audio_filename:
sound.volume = self.volume_percentage / 100
sound.play()
self.update_background_music()
higher_priority_sound_is_playing = True
@@ -214,7 +213,6 @@ class SoundManager:
# It ends up feeling better if this just always continues playing quietly after being started.
# Even "fading in at a random spot" is better than restarting the song after a jingle / math trap.
if self.game_started and song.state == "stop":
song.volume = self.current_background_music_volume * self.volume_percentage / 100
song.play()
song.seek(0)
continue
@@ -230,7 +228,6 @@ class SoundManager:
if self.current_background_music_volume != 0:
if song.state == "stop":
song.volume = self.current_background_music_volume * self.volume_percentage / 100
song.play()
song.seek(0)

View File

@@ -6,11 +6,6 @@
- Die [APQuest-apworld](https://github.com/NewSoupVi/Archipelago/releases),
falls diese nicht mit deiner Version von Archipelago gebündelt ist.
## Optionale Software
- [APQuest AP Tracker](https://github.com/palex00/ap-quest-tracker/releases/latest), zur Verwendung mit
[PopTracker](https://github.com/black-sliver/PopTracker/releases)
## Wie man spielt
Zuerst brauchst du einen Raum, mit dem du dich verbinden kannst.
@@ -46,15 +41,3 @@ Du solltest jetzt verbunden sein und kannst APQuest spielen.
Der APQuest Client kann zwischen verschiedenen Slots wechseln, ohne neugestartet werden zu müssen,
Klicke einfach den "Disconnect"-Knopf. Dann verbinde dich mit dem anderen Raum / Slot.
## Automatisches Tracken
AP Quest verfügt über einen voll funktionsfähigen, automatischen Tracker mit Karten der Spielwelt.
1. Lade [APQuest AP Tracker](https://github.com/palex00/ap-quest-tracker/releases/latest) und
[PopTracker](https://github.com/black-sliver/PopTracker/releases) herunter.
2. Lege das Tracker-Pack im Ordner „packs/“ deiner PopTracker-Installation ab.
3. Öffne PopTracker und lade das APQuest-Pack.
4. Für das automatische Tracking klick oben auf das „AP“-Symbol.
5. Gib die Serveradresse von Archipelago (die, mit der du deinen Client verbunden hast), den Slot-Namen und das Passwort ein.

View File

@@ -6,11 +6,6 @@
- [The APQuest apworld](https://github.com/NewSoupVi/Archipelago/releases),
if not bundled with your version of Archipelago
## Optional Software
- [APQuest AP Tracker](https://github.com/palex00/ap-quest-tracker/releases/latest), for use with
[PopTracker](https://github.com/black-sliver/PopTracker/releases)
## How to play
First, you need a room to connect to. For this, you or someone you know has to generate a game.
@@ -45,14 +40,3 @@ You should now be connected and able to play APQuest.
The APQuest Client can seamlessly switch rooms without restarting.
Simply click the "Disconnect" button, then connect to a different slot/room.
## Auto-Tracking
AP Quest has a fully functional map tracker that supports auto-tracking.
1. Download [APQuest AP Tracker](https://github.com/palex00/ap-quest-tracker/releases/latest) and
[PopTracker](https://github.com/black-sliver/PopTracker/releases).
2. Put the tracker pack into packs/ in your PopTracker install.
3. Open PopTracker, and load the APQuest pack.
4. For autotracking, click on the "AP" symbol at the top.
5. Enter the Archipelago server address (the one you connected your client to), slot name, and password.

View File

@@ -17,10 +17,8 @@ class Entity:
class InteractableMixin:
auto_move_attempt_passing_through = False
@abstractmethod
def interact(self, player: Player) -> bool:
def interact(self, player: Player) -> None:
pass
@@ -91,16 +89,15 @@ class Chest(Entity, InteractableMixin, LocationMixin):
self.is_open = True
self.update_solidity()
def interact(self, player: Player) -> bool:
def interact(self, player: Player) -> None:
if self.has_given_content:
return False
return
if self.is_open:
self.give_content(player)
return True
return
self.open()
return True
def content_success(self) -> None:
self.update_solidity()
@@ -138,59 +135,47 @@ class Door(Entity):
class KeyDoor(Door, InteractableMixin):
auto_move_attempt_passing_through = True
closed_graphic = Graphic.KEY_DOOR
def interact(self, player: Player) -> bool:
def interact(self, player: Player) -> None:
if self.is_open:
return False
return
if not player.has_item(Item.KEY):
return False
return
player.remove_item(Item.KEY)
self.open()
return True
class BreakableBlock(Door, InteractableMixin):
auto_move_attempt_passing_through = True
closed_graphic = Graphic.BREAKABLE_BLOCK
def interact(self, player: Player) -> bool:
def interact(self, player: Player) -> None:
if self.is_open:
return False
return
if not player.has_item(Item.HAMMER):
return False
return
player.remove_item(Item.HAMMER)
self.open()
return True
class Bush(Door, InteractableMixin):
auto_move_attempt_passing_through = True
closed_graphic = Graphic.BUSH
def interact(self, player: Player) -> bool:
def interact(self, player: Player) -> None:
if self.is_open:
return False
return
if not player.has_item(Item.SWORD):
return False
return
self.open()
return True
class Button(Entity, InteractableMixin):
solid = True
@@ -201,13 +186,12 @@ class Button(Entity, InteractableMixin):
def __init__(self, activates: ActivatableMixin) -> None:
self.activates = activates
def interact(self, player: Player) -> bool:
def interact(self, player: Player) -> None:
if self.activated:
return False
return
self.activated = True
self.activates.activate(player)
return True
@property
def graphic(self) -> Graphic:
@@ -256,9 +240,9 @@ class Enemy(Entity, InteractableMixin):
return
self.current_health = self.max_health
def interact(self, player: Player) -> bool:
def interact(self, player: Player) -> None:
if self.dead:
return False
return
if player.has_item(Item.SWORD):
self.current_health = max(0, self.current_health - 1)
@@ -266,10 +250,9 @@ class Enemy(Entity, InteractableMixin):
if self.current_health == 0:
if not self.dead:
self.die()
return True
return
player.damage(2)
return True
@property
def graphic(self) -> Graphic:
@@ -287,15 +270,13 @@ class EnemyWithLoot(Enemy, LocationMixin):
self.dead = True
self.solid = not self.has_given_content
def interact(self, player: Player) -> bool:
def interact(self, player: Player) -> None:
if self.dead:
if not self.has_given_content:
self.give_content(player)
return True
return False
return
super().interact(player)
return True
@property
def graphic(self) -> Graphic:
@@ -322,12 +303,10 @@ class FinalBoss(Enemy):
}
enemy_default_graphic = Graphic.BOSS_1_HEALTH
def interact(self, player: Player) -> bool:
def interact(self, player: Player) -> None:
dead_before = self.dead
changed = super().interact(player)
super().interact(player)
if not dead_before and self.dead:
player.victory()
return changed

View File

@@ -23,8 +23,6 @@ class Game:
active_math_problem: MathProblem | None
active_math_problem_input: list[int] | None
auto_target_path: list[tuple[int, int]] = []
remotely_received_items: set[tuple[int, int, int]]
def __init__(
@@ -34,7 +32,6 @@ class Game:
self.gameboard = create_gameboard(hard_mode, hammer_exists, extra_chest)
self.player = Player(self.gameboard, self.queued_events.append)
self.active_math_problem = None
self.active_math_problem_input = None
self.remotely_received_items = set()
if random_object is None:
@@ -97,40 +94,29 @@ class Game:
return tuple(graphics_array)
def attempt_player_movement(self, direction: Direction, cancel_auto_move: bool = True) -> bool:
if cancel_auto_move:
self.cancel_auto_move()
def attempt_player_movement(self, direction: Direction) -> None:
self.player.facing = direction
delta_x, delta_y = direction.value
new_x, new_y = self.player.current_x + delta_x, self.player.current_y + delta_y
if self.gameboard.get_entity_at(new_x, new_y).solid:
return False
if not self.gameboard.get_entity_at(new_x, new_y).solid:
self.player.current_x = new_x
self.player.current_y = new_y
self.player.current_x = new_x
self.player.current_y = new_y
return True
def attempt_interact(self) -> bool:
def attempt_interact(self) -> None:
delta_x, delta_y = self.player.facing.value
entity_x, entity_y = self.player.current_x + delta_x, self.player.current_y + delta_y
entity = self.gameboard.get_entity_at(entity_x, entity_y)
if isinstance(entity, InteractableMixin):
return entity.interact(self.player)
entity.interact(self.player)
return False
def attempt_fire_confetti_cannon(self) -> bool:
if not self.player.has_item(Item.CONFETTI_CANNON):
return False
self.player.remove_item(Item.CONFETTI_CANNON)
self.queued_events.append(ConfettiFired(self.player.current_x, self.player.current_y))
return True
def attempt_fire_confetti_cannon(self) -> None:
if self.player.has_item(Item.CONFETTI_CANNON):
self.player.remove_item(Item.CONFETTI_CANNON)
self.queued_events.append(ConfettiFired(self.player.current_x, self.player.current_y))
def math_problem_success(self) -> None:
self.active_math_problem = None
@@ -168,12 +154,6 @@ class Game:
self.active_math_problem_input.pop()
self.check_math_problem_result()
def math_problem_replace(self, input: list[int]) -> None:
if self.active_math_problem_input is None:
return
self.active_math_problem_input = input[:2]
self.check_math_problem_result()
def input(self, input_key: Input) -> None:
if not self.gameboard.ready:
return
@@ -221,47 +201,3 @@ class Game:
def force_clear_location(self, location_id: int) -> None:
location = Location(location_id)
self.gameboard.force_clear_location(location)
def cancel_auto_move(self) -> None:
self.auto_target_path = []
def queue_auto_move(self, target_x: int, target_y: int) -> None:
self.cancel_auto_move()
path = self.gameboard.calculate_shortest_path(self.player.current_x, self.player.current_y, target_x, target_y)
self.auto_target_path = path
def do_auto_move(self) -> bool:
if not self.auto_target_path:
return False
target_x, target_y = self.auto_target_path.pop(0)
movement = target_x - self.player.current_x, target_y - self.player.current_y
direction = Direction(movement)
moved = self.attempt_player_movement(direction, cancel_auto_move=False)
if moved:
return True
# We are attempting to interact with something on the path.
# First, make the player face it.
if self.player.facing != direction:
self.player.facing = direction
self.auto_target_path.insert(0, (target_x, target_y))
return True
# If we are facing it, attempt to interact with it.
changed = self.attempt_interact()
if not changed:
self.cancel_auto_move()
return False
# If the interaction was successful, and this was the end of the path, stop
# (i.e. don't try to attack the attacked enemy over and over until it's dead)
if not self.auto_target_path:
self.cancel_auto_move()
return True
# If there is more to go, keep going along the path
self.auto_target_path.insert(0, (target_x, target_y))
return True

View File

@@ -15,7 +15,6 @@ from .entities import (
EnemyWithLoot,
Entity,
FinalBoss,
InteractableMixin,
KeyDoor,
LocationMixin,
Wall,
@@ -24,7 +23,6 @@ from .generate_math_problem import MathProblem
from .graphics import DIGIT_TO_GRAPHIC, DIGIT_TO_GRAPHIC_ZERO_EMPTY, MATH_PROBLEM_TYPE_TO_GRAPHIC, Graphic
from .items import Item
from .locations import DEFAULT_CONTENT, Location
from .path_finding import find_path_or_closest
if TYPE_CHECKING:
from .player import Player
@@ -109,21 +107,6 @@ class Gameboard:
return tuple(graphics)
def as_traversability_bools(self) -> tuple[tuple[bool, ...], ...]:
traversability = []
for y, row in enumerate(self.gameboard):
traversable_row = []
for x, entity in enumerate(row):
traversable_row.append(
not entity.solid
or (isinstance(entity, InteractableMixin) and entity.auto_move_attempt_passing_through)
)
traversability.append(tuple(traversable_row))
return tuple(traversability)
def render_math_problem(
self, problem: MathProblem, current_input_digits: list[int], current_input_int: int | None
) -> tuple[tuple[Graphic, ...], ...]:
@@ -203,23 +186,6 @@ class Gameboard:
entity = self.remote_entity_by_location_id[location]
entity.force_clear()
def calculate_shortest_path(
self, source_x: int, source_y: int, target_x: int, target_y: int
) -> list[tuple[int, int]]:
gameboard_traversability = self.as_traversability_bools()
path = find_path_or_closest(gameboard_traversability, source_x, source_y, target_x, target_y)
if not path:
return path
# If the path stops just short of target, attempt interacting with it at the end
if abs(path[-1][0] - target_x) + abs(path[-1][1] - target_y) == 1:
if isinstance(self.gameboard[target_y][target_x], InteractableMixin):
path.append((target_x, target_y))
return path[1:] # Cut off starting tile
@property
def ready(self) -> bool:
return self.content_filled
@@ -246,7 +212,7 @@ def create_gameboard(hard_mode: bool, hammer_exists: bool, extra_chest: bool) ->
breakable_block = BreakableBlock() if hammer_exists else Empty()
normal_enemy = EnemyWithLoot(2 if hard_mode else 1, Location.ENEMY_DROP)
boss = FinalBoss(5 if hard_mode else 2)
boss = FinalBoss(5 if hard_mode else 3)
gameboard = (
(Empty(), Empty(), Empty(), Wall(), Empty(), Empty(), Empty(), Wall(), Empty(), Empty(), Empty()),

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@@ -6,7 +6,6 @@ from typing import NamedTuple
_random = random.Random()
class NumberChoiceConstraints(NamedTuple):
num_1_min: int
num_1_max: int

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@@ -1,84 +0,0 @@
import heapq
from collections.abc import Generator
Point = tuple[int, int]
def heuristic(a: Point, b: Point) -> int:
# Manhattan distance (good for 4-directional grids)
return abs(a[0] - b[0]) + abs(a[1] - b[1])
def reconstruct_path(came_from: dict[Point, Point], current: Point) -> list[Point]:
path = [current]
while current in came_from:
current = came_from[current]
path.append(current)
path.reverse()
return path
def find_path_or_closest(
grid: tuple[tuple[bool, ...], ...], source_x: int, source_y: int, target_x: int, target_y: int
) -> list[Point]:
start = source_x, source_y
goal = target_x, target_y
rows, cols = len(grid), len(grid[0])
def in_bounds(p: Point) -> bool:
return 0 <= p[0] < rows and 0 <= p[1] < cols
def passable(p: Point) -> bool:
return grid[p[1]][p[0]]
def neighbors(p: Point) -> Generator[Point, None, None]:
x, y = p
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
np = (x + dx, y + dy)
if in_bounds(np) and passable(np):
yield np
open_heap: list[tuple[int, tuple[int, int]]] = []
heapq.heappush(open_heap, (0, start))
came_from: dict[Point, Point] = {}
g_score = {start: 0}
# Track best fallback node
best_node = start
best_dist = heuristic(start, goal)
visited = set()
while open_heap:
_, current = heapq.heappop(open_heap)
if current in visited:
continue
visited.add(current)
# Check if we reached the goal
if current == goal:
return reconstruct_path(came_from, current)
# Update "closest node" fallback
dist = heuristic(current, goal)
if dist < best_dist or (dist == best_dist and g_score[current] < g_score.get(best_node, float("inf"))):
best_node = current
best_dist = dist
for neighbor in neighbors(current):
tentative_g = g_score[current] + 1 # cost is 1 per move
if tentative_g < g_score.get(neighbor, float("inf")):
came_from[neighbor] = current
g_score[neighbor] = tentative_g
f_score = tentative_g + heuristic(neighbor, goal)
heapq.heappush(open_heap, (f_score, neighbor))
# Goal not reachable → return path to closest node
if best_node is not None:
return reconstruct_path(came_from, best_node)
return []

View File

@@ -2,16 +2,12 @@ from __future__ import annotations
from typing import TYPE_CHECKING
from rule_builder.options import OptionFilter
from rule_builder.rules import Has, HasAll, Rule
from .options import HardMode
from BaseClasses import CollectionState
from worlds.generic.Rules import add_rule, set_rule
if TYPE_CHECKING:
from .world import APQuestWorld
HAS_KEY = Has("Key") # Hmm, what could this be? A little foreshadowing perhaps? :) You'll find out if you keep reading!
def set_all_rules(world: APQuestWorld) -> None:
# In order for AP to generate an item layout that is actually possible for the player to complete,
@@ -30,46 +26,36 @@ def set_all_entrance_rules(world: APQuestWorld) -> None:
overworld_to_top_left_room = world.get_entrance("Overworld to Top Left Room")
right_room_to_final_boss_room = world.get_entrance("Right Room to Final Boss Room")
# Now, let's make some rules!
# First, let's handle the transition from the overworld to the bottom right room,
# which requires slashing a bush with the Sword.
# For this, we need a rule that says "player has a Sword".
# We can use a "Has"-type rule from the rule_builder module for this.
can_destroy_bush = Has("Sword")
# An access rule is a function. We can define this function like any other function.
# This function must accept exactly one parameter: A "CollectionState".
# A CollectionState describes the current progress of the players in the multiworld, i.e. what items they have,
# which regions they've reached, etc.
# In an access rule, we can ask whether the player has a collected a certain item.
# We can do this via the state.has(...) function.
# This function takes an item name, a player number, and an optional count parameter (more on that below)
# Since a rule only takes a CollectionState parameter, but we also need the player number in the state.has call,
# our function needs to be locally defined so that it has access to the player number from the outer scope.
# In our case, we are inside a function that has access to the "world" parameter, so we can use world.player.
def can_destroy_bush(state: CollectionState) -> bool:
return state.has("Sword", world.player)
# Now we can set our "can_destroy_bush" rule to the entrance which requires slashing a bush to clear the path.
# The easiest way to do this is by calling world.set_rule, which works for both Locations and Entrances.
world.set_rule(overworld_to_bottom_right_room, can_destroy_bush)
# Now we can set our "can_destroy_bush" rule to our entrance which requires slashing a bush to clear the path.
# One way to set rules is via the set_rule() function, which works on both Entrances and Locations.
set_rule(overworld_to_bottom_right_room, can_destroy_bush)
# Conditions can also depend on event items.
button_pressed = Has("Top Left Room Button Pressed")
world.set_rule(right_room_to_final_boss_room, button_pressed)
# Because the function has to be defined locally, most worlds prefer the lambda syntax.
set_rule(overworld_to_top_left_room, lambda state: state.has("Key", world.player))
# Conditions can depend on event items.
set_rule(right_room_to_final_boss_room, lambda state: state.has("Top Left Room Button Pressed", world.player))
# Some entrance rules may only apply if the player enabled certain options.
# In our case, if the hammer option is enabled, we need to add the Hammer requirement to the Entrance from
# Overworld to the Top Middle Room.
if world.options.hammer:
overworld_to_top_middle_room = world.get_entrance("Overworld to Top Middle Room")
can_smash_brick = Has("Hammer")
world.set_rule(overworld_to_top_middle_room, can_smash_brick)
set_rule(overworld_to_top_middle_room, lambda state: state.has("Hammer", world.player))
# So far, we've been using "Has" from the Rule Builder to make our rules.
# There is another way to make rules that you will see in a lot of older worlds.
# A rule can just be a function that takes a "state" argument and returns a bool.
# As a demonstration of what that looks like, let's do it with our final Entrance rule:
world.set_rule(overworld_to_top_left_room, lambda state: state.has("Key", world.player))
# This style is not really recommended anymore, though.
# Notice how you have to explicitly capture world.player here so that the rule applies to the correct player?
# Well, Rule Builder does this part for you, inside of world.set_rule.
# This doesn't just result in shorter code, it also means you can define rules statically (at the module level).
# APQuest opts to create its Rule objects locally, but just to show what this would look like,
# we'll re-set the "Overworld to Top Left Room" rule to a constant defined at the top of this file:
world.set_rule(overworld_to_top_left_room, HAS_KEY)
# Beyond these structural advantages,
# Rule Builder also allows the core AP code to do a lot of under-the-hood optimizations.
# Rule Builder is quite comprehensive, and even if you have really esoteric rules,
# you can make custom rules by subclassing CustomRule.
def set_all_location_rules(world: APQuestWorld) -> None:
# Location rules work no differently from Entrance rules.
@@ -81,72 +67,65 @@ def set_all_location_rules(world: APQuestWorld) -> None:
# So, we need to set requirements on the Locations themselves.
# Since combat is a bit more complicated, we'll use this chance to cover some advanced access rule concepts.
# In "set_all_entrance_rules", we had a rule for a location that doesn't always exist.
# In this case, we had to check for its existence (by checking the player's chosen options) before setting the rule.
# Other times, you may have a situation where a location can have two different rules depending on the options.
# In our case, the enemy in the right room has more health if hard mode is selected,
# so ontop of the Sword, the player will either need one more health or a Shield in hard mode.
# First, let's make our sword condition.
can_defeat_basic_enemy: Rule = Has("Sword")
# Next, we'll check whether hard mode has been chosen in the player options.
if world.options.hard_mode:
# We'll make the condition for "Has a Shield or a Health Upgrade".
# We can chain two "Has" conditions together with the | operator to make "Has Shield or has Health Upgrade".
can_withstand_a_hit = Has("Shield") | Has("Health Upgrade")
# Now, we chain this rule to our Sword rule.
# Since we want both conditions to be true, in this case, we have to chain them in an "and" way.
# For this, we can use the & operator.
can_defeat_basic_enemy = can_defeat_basic_enemy & can_withstand_a_hit
# Finally, we set our rule onto the Right Room Eney Drop location.
# Sometimes, you may want to have different rules depending on the player's chosen options.
# There is a wrong way to do this, and a right way to do this. Let's do the wrong way first.
right_room_enemy = world.get_location("Right Room Enemy Drop")
world.set_rule(right_room_enemy, can_defeat_basic_enemy)
# For the final boss, we also need to chain multiple conditions.
# First of all, you always need a Sword and a Shield.
# So far, we used the | and & operators to chain "Has" rules.
# Instead, we can also use HasAny for an or-chain of items, or HasAll for an and-chain of items.
has_sword_and_shield: Rule = HasAll("Sword", "Shield")
# DON'T DO THIS!!!!
set_rule(
right_room_enemy,
lambda state: (
state.has("Sword", world.player)
and (not world.options.hard_mode or state.has_any(("Shield", "Health Upgrade"), world.player))
),
)
# DON'T DO THIS!!!!
# In hard mode, the player also needs both Health Upgrades to survive long enough to defeat the boss.
# For this, we can use the optional "count" parameter for "Has".
has_both_health_upgrades = Has("Health Upgrade", count=2)
# Now, what's actually wrong with this? It works perfectly fine, right?
# If hard mode disabled, Sword is enough. If hard mode is enabled, we also need a Shield or a Health Upgrade.
# The access rule we just wrote does this correctly, so what's the problem?
# The problem is performance.
# Most of your world code doesn't need to be perfectly performant, since it just runs once per slot.
# However, access rules in particular are by far the hottest code path in Archipelago.
# An access rule will potentially be called thousands or even millions of times over the course of one generation.
# As a result, access rules are the one place where it's really worth putting in some effort to optimize.
# What's the performance problem here?
# Every time our access rule is called, it has to evaluate whether world.options.hard_mode is True or False.
# Wouldn't it be better if in easy mode, the access rule only checked for Sword to begin with?
# Wouldn't it also be better if in hard mode, it already knew it had to check Shield and Health Upgrade as well?
# Well, we can achieve this by doing the "if world.options.hard_mode" check outside the set_rule call,
# and instead having two *different* set_rule calls depending on which case we're in.
# Previously, we used an "if world.options.hard_mode" condition to check if we should apply the extra requirement.
# However, if you're comfortable with boolean logic, there is another way.
# OptionFilter is a rule component which isn't a "Rule" on its own, but when used in a boolean expression with
# rules, it acts like True if the option has the specified value, and acts like False otherwise.
hard_mode_is_off = OptionFilter(HardMode, False)
if world.options.hard_mode:
# If you have multiple conditions, you can obviously chain them via "or" or "and".
# However, there are also the nice helper functions "state.has_any" and "state.has_all".
set_rule(
right_room_enemy,
lambda state: (
state.has("Sword", world.player) and state.has_any(("Shield", "Health Upgrade"), world.player)
),
)
else:
set_rule(right_room_enemy, lambda state: state.has("Sword", world.player))
# So with this option-checking rule component in hand, we can write our boss condition like this:
can_defeat_final_boss = has_sword_and_shield & (hard_mode_is_off | has_both_health_upgrades)
# If you're not as comfortable with boolean logic, it might be somewhat confusing why this is correct.
# There is nothing wrong with using "if" conditions to check for options, if you find that easier to understand.
# Finally, we apply the rule to our "Final Boss Defeated" event location.
# Another way to chain multiple conditions is via the add_rule function.
# This makes the access rules a bit slower though, so it should only be used if your structure justifies it.
# In our case, it's pretty useful because hard mode and easy mode have different requirements.
final_boss = world.get_location("Final Boss Defeated")
world.set_rule(final_boss, can_defeat_final_boss)
# For the "known" requirements, it's still better to chain them using a normal "and" condition.
add_rule(final_boss, lambda state: state.has_all(("Sword", "Shield"), world.player))
if world.options.hard_mode:
# You can check for multiple copies of an item by using the optional count parameter of state.has().
add_rule(final_boss, lambda state: state.has("Health Upgrade", world.player, 2))
def set_completion_condition(world: APQuestWorld) -> None:
# Finally, we need to set a completion condition for our world, defining what the player needs to win the game.
# For this, we can use world.set_completion_rule.
# You can just set a completion condition directly like any other condition, referencing items the player receives:
world.set_completion_rule(HasAll("Sword", "Shield"))
world.multiworld.completion_condition[world.player] = lambda state: state.has_all(("Sword", "Shield"), world.player)
# In our case, we went for the Victory event design pattern (see create_events() in locations.py).
# So lets undo what we just did, and instead set the completion condition to:
world.set_completion_rule(Has("Victory"))
# One final comment about rules:
# If your world exclusively uses Rule Builder rules (like APQuest), it's worth trying CachedRuleBuilderWorld.
# CachedRuleBuilderWorld is a subclass of World that has a bunch of caching magic to make rules faster.
# Just have your world class subclass CachedRuleBuilderWorld instead of World:
# class APQuestWorld(CachedRuleBuilderWorld): ...
# This may speed up your world, or it may make it slower.
# The exact factors are complex and not well understood, but there is no harm in trying it.
# Generate a few seeds and see if there is a noticeable difference!
# If you're wondering, author has checked: APQuest is too simple to see any benefits, so we'll stick with "World".
world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)

View File

@@ -0,0 +1,34 @@
from typing import Dict
from BaseClasses import Tutorial
from ..AutoWorld import WebWorld, World
class AP_SudokuWebWorld(WebWorld):
options_page = False
theme = 'partyTime'
setup_en = Tutorial(
tutorial_name='Setup Guide',
description='A guide to playing APSudoku',
language='English',
file_name='setup_en.md',
link='setup/en',
authors=['EmilyV']
)
tutorials = [setup_en]
class AP_SudokuWorld(World):
"""
Play a little Sudoku while you're in BK mode to maybe get some useful hints
"""
game = "Sudoku"
web = AP_SudokuWebWorld()
item_name_to_id: Dict[str, int] = {}
location_name_to_id: Dict[str, int] = {}
@classmethod
def stage_assert_generate(cls, multiworld):
raise Exception("APSudoku cannot be used for generating worlds, the client can instead connect to any slot from any world")

View File

@@ -0,0 +1,15 @@
# APSudoku
## Hint Games
HintGames do not need to be added at the start of a seed, and do not create a 'slot'- instead, you connect the HintGame client to a different game's slot. By playing a HintGame, you can earn hints for the connected slot.
## What is this game?
Play Sudoku puzzles of varying difficulties, earning a hint for each puzzle correctly solved. Harder puzzles are more likely to grant a hint towards a Progression item, though otherwise what hint is granted is random.
## Where is the options page?
There is no options page; this game cannot be used in your .yamls. Instead, the client can connect to any slot in a multiworld.
By using the connected room's Admin Password on the Admin Panel tab, you can configure some settings at any time to affect the entire room. This allows disabling hints entirely, as well as altering the hint odds for each difficulty.

View File

@@ -0,0 +1,55 @@
# APSudoku Setup Guide
## Required Software
- [APSudoku](https://github.com/APSudoku/APSudoku)
## General Concept
This is a HintGame client, which can connect to any multiworld slot, allowing you to play Sudoku to unlock random hints for that slot's locations.
Does not need to be added at the start of a seed, as it does not create any slots of its own, nor does it have any YAML files.
## Installation Procedures
### Windows / Linux
Go to the latest release from the [github APSudoku Releases page](https://github.com/APSudoku/APSudoku/releases/latest). Download and extract the appropriate file for your platform.
### Web
Go to the [github pages](apsudoku.github.io) or [itch.io](https://emilyv99.itch.io/apsudoku) site, and play in the browser.
## Joining a MultiWorld Game
1. Run the APSudoku executable.
2. Under `Settings` &rarr; `Connection` at the top-right:
- Enter the server address and port number
- Enter the name of the slot you wish to connect to
- Enter the room password (optional)
- Select DeathLink related settings (optional)
- Press `Connect`
4. Under the `Sudoku` tab
- Choose puzzle difficulty
- Click `Start` to generate a puzzle
5. Try to solve the Sudoku. Click `Check` when done
- A correct solution rewards you with 1 hint for a location in the world you are connected to
- An incorrect solution has no penalty, unless DeathLink is enabled (see below)
Info:
- You can set various settings under `Settings` &rarr; `Sudoku`, and can change the colors used under `Settings` &rarr; `Theme`.
- While connected, you can view the `Console` and `Hints` tabs for standard TextClient-like features
- You can also use the `Tracking` tab to view either a basic tracker or a valid [GodotAP tracker pack](https://github.com/EmilyV99/GodotAP/blob/main/tracker_packs/GET_PACKS.md)
- While connected, the number of "unhinted" locations for your slot is shown in the upper-left of the the `Sudoku` tab. (If this reads 0, no further hints can be earned for this slot, as every locations is already hinted)
- Click the various `?` buttons for information on controls/how to play
## Admin Settings
By using the connected room's Admin Password on the Admin Panel tab, you can configure some settings at any time to affect the entire room.
- You can disable APSudoku for the entire room, preventing any hints from being granted.
- You can customize the reward weights for each difficulty, making progression hints more or less likely, and/or adding a chance to get "no hint" after a solve.
## DeathLink Support
If `DeathLink` is enabled when you click `Connect`:
- Lose a life if you check an incorrect puzzle (not an _incomplete_ puzzle- if any cells are empty, you get off with a warning), or if you quit a puzzle without solving it (including disconnecting).
- Your life count is customizable (default 0). Dying with 0 lives left kills linked players AND resets your puzzle.
- On receiving a DeathLink from another player, your puzzle resets.

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@@ -271,7 +271,7 @@ item_table = {
ItemNames.TRIDENT: ItemData(698031, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_trident_head
ItemNames.TURTLE_EGG: ItemData(698032, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_turtle_egg
ItemNames.JELLY_EGG: ItemData(698033, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_upsidedown_seed
ItemNames.URCHIN_COSTUME: ItemData(698034, 1, ItemType.PROGRESSION, ItemGroup.COLLECTIBLE), # collectible_urchin_costume
ItemNames.URCHIN_COSTUME: ItemData(698034, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_urchin_costume
ItemNames.BABY_WALKER: ItemData(698035, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_walker
ItemNames.VEDHA_S_CURE_ALL: ItemData(698036, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_Vedha'sCure-All
ItemNames.ZUUNA_S_PEROGI: ItemData(698037, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_Zuuna'sperogi
@@ -384,8 +384,8 @@ four_gods_excludes = [ItemNames.ANEMONE, ItemNames.ARNASSI_STATUE, ItemNames.BIG
ItemNames.MITHALAS_BANNER, ItemNames.MITHALAS_POT, ItemNames.MUTANT_COSTUME, ItemNames.SEED_BAG,
ItemNames.KING_S_SKULL, ItemNames.SONG_PLANT_SPORE, ItemNames.STONE_HEAD, ItemNames.SUN_KEY,
ItemNames.GIRL_COSTUME, ItemNames.ODD_CONTAINER, ItemNames.TRIDENT, ItemNames.TURTLE_EGG,
ItemNames.JELLY_EGG, ItemNames.BABY_WALKER, ItemNames.RAINBOW_MUSHROOM,
ItemNames.RAINBOW_MUSHROOM, ItemNames.RAINBOW_MUSHROOM, ItemNames.FISH_OIL,
ItemNames.JELLY_EGG, ItemNames.URCHIN_COSTUME, ItemNames.BABY_WALKER,
ItemNames.RAINBOW_MUSHROOM, ItemNames.RAINBOW_MUSHROOM, ItemNames.RAINBOW_MUSHROOM,
ItemNames.LEAF_POULTICE, ItemNames.LEAF_POULTICE, ItemNames.LEAF_POULTICE,
ItemNames.LEECHING_POULTICE, ItemNames.LEECHING_POULTICE, ItemNames.ARCANE_POULTICE,
ItemNames.ROTTEN_MEAT, ItemNames.ROTTEN_MEAT, ItemNames.ROTTEN_MEAT, ItemNames.ROTTEN_MEAT,

View File

@@ -37,7 +37,7 @@ def _has_li(state: CollectionState, player: int) -> bool:
DAMAGING_ITEMS:Iterable[str] = [
ItemNames.ENERGY_FORM, ItemNames.NATURE_FORM, ItemNames.BEAST_FORM,
ItemNames.LI_AND_LI_SONG, ItemNames.BABY_NAUTILUS, ItemNames.BABY_PIRANHA,
ItemNames.BABY_BLASTER, ItemNames.URCHIN_COSTUME
ItemNames.BABY_BLASTER
]
def _has_damaging_item(state: CollectionState, player: int, damaging_items:Iterable[str] = DAMAGING_ITEMS) -> bool:

View File

@@ -76,7 +76,7 @@ class AquariaWorld(World):
item_name_groups = {
"Damage": {ItemNames.ENERGY_FORM, ItemNames.NATURE_FORM, ItemNames.BEAST_FORM,
ItemNames.LI_AND_LI_SONG, ItemNames.BABY_NAUTILUS, ItemNames.BABY_PIRANHA,
ItemNames.BABY_BLASTER, ItemNames.URCHIN_COSTUME},
ItemNames.BABY_BLASTER},
"Light": {ItemNames.SUN_FORM, ItemNames.BABY_DUMBO}
}
"""Grouping item make it easier to find them"""

View File

@@ -116,7 +116,7 @@ def versum_hill_rave(state: CollectionState, player: int, limit: bool, glitched:
else:
return (
graffitiL(state, player, limit, 85)
and graffitiXL(state, player, limit, 49)
and graffitiXL(state, player, limit, 48)
)
else:
return (

View File

@@ -1,5 +0,0 @@
{
"game": "Bomb Rush Cyberfunk",
"world_version": "1.0.6",
"authors": ["TRPG"]
}

View File

@@ -16,213 +16,213 @@ from .Locations import (
)
def create_regions(multiworld: MultiWorld, options: CCCharlesOptions, player: int) -> None:
menu_region = Region("Menu", player, multiworld, "Aranearum")
multiworld.regions.append(menu_region)
def create_regions(world: MultiWorld, options: CCCharlesOptions, player: int) -> None:
menu_region = Region("Menu", player, world, "Aranearum")
world.regions.append(menu_region)
start_camp_region = Region("Start Camp", player, multiworld)
start_camp_region = Region("Start Camp", player, world)
start_camp_region.add_locations(loc_start_camp, CCCharlesLocation)
multiworld.regions.append(start_camp_region)
world.regions.append(start_camp_region)
tony_tiddle_mission_region = Region("Tony Tiddle Mission", player, multiworld)
tony_tiddle_mission_region = Region("Tony Tiddle Mission", player, world)
tony_tiddle_mission_region.add_locations(loc_tony_tiddle_mission, CCCharlesLocation)
multiworld.regions.append(tony_tiddle_mission_region)
world.regions.append(tony_tiddle_mission_region)
barn_region = Region("Barn", player, multiworld)
barn_region = Region("Barn", player, world)
barn_region.add_locations(loc_barn, CCCharlesLocation)
multiworld.regions.append(barn_region)
world.regions.append(barn_region)
candice_mission_region = Region("Candice Mission", player, multiworld)
candice_mission_region = Region("Candice Mission", player, world)
candice_mission_region.add_locations(loc_candice_mission, CCCharlesLocation)
multiworld.regions.append(candice_mission_region)
world.regions.append(candice_mission_region)
tutorial_house_region = Region("Tutorial House", player, multiworld)
tutorial_house_region = Region("Tutorial House", player, world)
tutorial_house_region.add_locations(loc_tutorial_house, CCCharlesLocation)
multiworld.regions.append(tutorial_house_region)
world.regions.append(tutorial_house_region)
swamp_edges_region = Region("Swamp Edges", player, multiworld)
swamp_edges_region = Region("Swamp Edges", player, world)
swamp_edges_region.add_locations(loc_swamp_edges, CCCharlesLocation)
multiworld.regions.append(swamp_edges_region)
world.regions.append(swamp_edges_region)
swamp_mission_region = Region("Swamp Mission", player, multiworld)
swamp_mission_region = Region("Swamp Mission", player, world)
swamp_mission_region.add_locations(loc_swamp_mission, CCCharlesLocation)
multiworld.regions.append(swamp_mission_region)
world.regions.append(swamp_mission_region)
junkyard_area_region = Region("Junkyard Area", player, multiworld)
junkyard_area_region = Region("Junkyard Area", player, world)
junkyard_area_region.add_locations(loc_junkyard_area, CCCharlesLocation)
multiworld.regions.append(junkyard_area_region)
world.regions.append(junkyard_area_region)
south_house_region = Region("South House", player, multiworld)
south_house_region = Region("South House", player, world)
south_house_region.add_locations(loc_south_house, CCCharlesLocation)
multiworld.regions.append(south_house_region)
world.regions.append(south_house_region)
junkyard_shed_region = Region("Junkyard Shed", player, multiworld)
junkyard_shed_region = Region("Junkyard Shed", player, world)
junkyard_shed_region.add_locations(loc_junkyard_shed, CCCharlesLocation)
multiworld.regions.append(junkyard_shed_region)
world.regions.append(junkyard_shed_region)
military_base_region = Region("Military Base", player, multiworld)
military_base_region = Region("Military Base", player, world)
military_base_region.add_locations(loc_military_base, CCCharlesLocation)
multiworld.regions.append(military_base_region)
world.regions.append(military_base_region)
south_mine_outside_region = Region("South Mine Outside", player, multiworld)
south_mine_outside_region = Region("South Mine Outside", player, world)
south_mine_outside_region.add_locations(loc_south_mine_outside, CCCharlesLocation)
multiworld.regions.append(south_mine_outside_region)
world.regions.append(south_mine_outside_region)
south_mine_inside_region = Region("South Mine Inside", player, multiworld)
south_mine_inside_region = Region("South Mine Inside", player, world)
south_mine_inside_region.add_locations(loc_south_mine_inside, CCCharlesLocation)
multiworld.regions.append(south_mine_inside_region)
world.regions.append(south_mine_inside_region)
middle_station_region = Region("Middle Station", player, multiworld)
middle_station_region = Region("Middle Station", player, world)
middle_station_region.add_locations(loc_middle_station, CCCharlesLocation)
multiworld.regions.append(middle_station_region)
world.regions.append(middle_station_region)
canyon_region = Region("Canyon", player, multiworld)
canyon_region = Region("Canyon", player, world)
canyon_region.add_locations(loc_canyon, CCCharlesLocation)
multiworld.regions.append(canyon_region)
world.regions.append(canyon_region)
watchtower_region = Region("Watchtower", player, multiworld)
watchtower_region = Region("Watchtower", player, world)
watchtower_region.add_locations(loc_watchtower, CCCharlesLocation)
multiworld.regions.append(watchtower_region)
world.regions.append(watchtower_region)
boulder_field_region = Region("Boulder Field", player, multiworld)
boulder_field_region = Region("Boulder Field", player, world)
boulder_field_region.add_locations(loc_boulder_field, CCCharlesLocation)
multiworld.regions.append(boulder_field_region)
world.regions.append(boulder_field_region)
haunted_house_region = Region("Haunted House", player, multiworld)
haunted_house_region = Region("Haunted House", player, world)
haunted_house_region.add_locations(loc_haunted_house, CCCharlesLocation)
multiworld.regions.append(haunted_house_region)
world.regions.append(haunted_house_region)
santiago_house_region = Region("Santiago House", player, multiworld)
santiago_house_region = Region("Santiago House", player, world)
santiago_house_region.add_locations(loc_santiago_house, CCCharlesLocation)
multiworld.regions.append(santiago_house_region)
world.regions.append(santiago_house_region)
port_region = Region("Port", player, multiworld)
port_region = Region("Port", player, world)
port_region.add_locations(loc_port, CCCharlesLocation)
multiworld.regions.append(port_region)
world.regions.append(port_region)
trench_house_region = Region("Trench House", player, multiworld)
trench_house_region = Region("Trench House", player, world)
trench_house_region.add_locations(loc_trench_house, CCCharlesLocation)
multiworld.regions.append(trench_house_region)
world.regions.append(trench_house_region)
doll_woods_region = Region("Doll Woods", player, multiworld)
doll_woods_region = Region("Doll Woods", player, world)
doll_woods_region.add_locations(loc_doll_woods, CCCharlesLocation)
multiworld.regions.append(doll_woods_region)
world.regions.append(doll_woods_region)
lost_stairs_region = Region("Lost Stairs", player, multiworld)
lost_stairs_region = Region("Lost Stairs", player, world)
lost_stairs_region.add_locations(loc_lost_stairs, CCCharlesLocation)
multiworld.regions.append(lost_stairs_region)
world.regions.append(lost_stairs_region)
east_house_region = Region("East House", player, multiworld)
east_house_region = Region("East House", player, world)
east_house_region.add_locations(loc_east_house, CCCharlesLocation)
multiworld.regions.append(east_house_region)
world.regions.append(east_house_region)
rockets_testing_ground_region = Region("Rockets Testing Ground", player, multiworld)
rockets_testing_ground_region = Region("Rockets Testing Ground", player, world)
rockets_testing_ground_region.add_locations(loc_rockets_testing_ground, CCCharlesLocation)
multiworld.regions.append(rockets_testing_ground_region)
world.regions.append(rockets_testing_ground_region)
rockets_testing_bunker_region = Region("Rockets Testing Bunker", player, multiworld)
rockets_testing_bunker_region = Region("Rockets Testing Bunker", player, world)
rockets_testing_bunker_region.add_locations(loc_rockets_testing_bunker, CCCharlesLocation)
multiworld.regions.append(rockets_testing_bunker_region)
world.regions.append(rockets_testing_bunker_region)
workshop_region = Region("Workshop", player, multiworld)
workshop_region = Region("Workshop", player, world)
workshop_region.add_locations(loc_workshop, CCCharlesLocation)
multiworld.regions.append(workshop_region)
world.regions.append(workshop_region)
east_tower_region = Region("East Tower", player, multiworld)
east_tower_region = Region("East Tower", player, world)
east_tower_region.add_locations(loc_east_tower, CCCharlesLocation)
multiworld.regions.append(east_tower_region)
world.regions.append(east_tower_region)
lighthouse_region = Region("Lighthouse", player, multiworld)
lighthouse_region = Region("Lighthouse", player, world)
lighthouse_region.add_locations(loc_lighthouse, CCCharlesLocation)
multiworld.regions.append(lighthouse_region)
world.regions.append(lighthouse_region)
north_mine_outside_region = Region("North Mine Outside", player, multiworld)
north_mine_outside_region = Region("North Mine Outside", player, world)
north_mine_outside_region.add_locations(loc_north_mine_outside, CCCharlesLocation)
multiworld.regions.append(north_mine_outside_region)
world.regions.append(north_mine_outside_region)
north_mine_inside_region = Region("North Mine Inside", player, multiworld)
north_mine_inside_region = Region("North Mine Inside", player, world)
north_mine_inside_region.add_locations(loc_north_mine_inside, CCCharlesLocation)
multiworld.regions.append(north_mine_inside_region)
world.regions.append(north_mine_inside_region)
wood_bridge_region = Region("Wood Bridge", player, multiworld)
wood_bridge_region = Region("Wood Bridge", player, world)
wood_bridge_region.add_locations(loc_wood_bridge, CCCharlesLocation)
multiworld.regions.append(wood_bridge_region)
world.regions.append(wood_bridge_region)
museum_region = Region("Museum", player, multiworld)
museum_region = Region("Museum", player, world)
museum_region.add_locations(loc_museum, CCCharlesLocation)
multiworld.regions.append(museum_region)
world.regions.append(museum_region)
barbed_shelter_region = Region("Barbed Shelter", player, multiworld)
barbed_shelter_region = Region("Barbed Shelter", player, world)
barbed_shelter_region.add_locations(loc_barbed_shelter, CCCharlesLocation)
multiworld.regions.append(barbed_shelter_region)
world.regions.append(barbed_shelter_region)
west_beach_region = Region("West Beach", player, multiworld)
west_beach_region = Region("West Beach", player, world)
west_beach_region.add_locations(loc_west_beach, CCCharlesLocation)
multiworld.regions.append(west_beach_region)
world.regions.append(west_beach_region)
church_region = Region("Church", player, multiworld)
church_region = Region("Church", player, world)
church_region.add_locations(loc_church, CCCharlesLocation)
multiworld.regions.append(church_region)
world.regions.append(church_region)
west_cottage_region = Region("West Cottage", player, multiworld)
west_cottage_region = Region("West Cottage", player, world)
west_cottage_region.add_locations(loc_west_cottage, CCCharlesLocation)
multiworld.regions.append(west_cottage_region)
world.regions.append(west_cottage_region)
caravan_region = Region("Caravan", player, multiworld)
caravan_region = Region("Caravan", player, world)
caravan_region.add_locations(loc_caravan, CCCharlesLocation)
multiworld.regions.append(caravan_region)
world.regions.append(caravan_region)
trailer_cabin_region = Region("Trailer Cabin", player, multiworld)
trailer_cabin_region = Region("Trailer Cabin", player, world)
trailer_cabin_region.add_locations(loc_trailer_cabin, CCCharlesLocation)
multiworld.regions.append(trailer_cabin_region)
world.regions.append(trailer_cabin_region)
towers_region = Region("Towers", player, multiworld)
towers_region = Region("Towers", player, world)
towers_region.add_locations(loc_towers, CCCharlesLocation)
multiworld.regions.append(towers_region)
world.regions.append(towers_region)
north_beach_region = Region("North beach", player, multiworld)
north_beach_region = Region("North beach", player, world)
north_beach_region.add_locations(loc_north_beach, CCCharlesLocation)
multiworld.regions.append(north_beach_region)
world.regions.append(north_beach_region)
mine_shaft_region = Region("Mine Shaft", player, multiworld)
mine_shaft_region = Region("Mine Shaft", player, world)
mine_shaft_region.add_locations(loc_mine_shaft, CCCharlesLocation)
multiworld.regions.append(mine_shaft_region)
world.regions.append(mine_shaft_region)
mob_camp_region = Region("Mob Camp", player, multiworld)
mob_camp_region = Region("Mob Camp", player, world)
mob_camp_region.add_locations(loc_mob_camp, CCCharlesLocation)
multiworld.regions.append(mob_camp_region)
world.regions.append(mob_camp_region)
mob_camp_locked_room_region = Region("Mob Camp Locked Room", player, multiworld)
mob_camp_locked_room_region = Region("Mob Camp Locked Room", player, world)
mob_camp_locked_room_region.add_locations(loc_mob_camp_locked_room, CCCharlesLocation)
multiworld.regions.append(mob_camp_locked_room_region)
world.regions.append(mob_camp_locked_room_region)
mine_elevator_exit_region = Region("Mine Elevator Exit", player, multiworld)
mine_elevator_exit_region = Region("Mine Elevator Exit", player, world)
mine_elevator_exit_region.add_locations(loc_mine_elevator_exit, CCCharlesLocation)
multiworld.regions.append(mine_elevator_exit_region)
world.regions.append(mine_elevator_exit_region)
mountain_ruin_outside_region = Region("Mountain Ruin Outside", player, multiworld)
mountain_ruin_outside_region = Region("Mountain Ruin Outside", player, world)
mountain_ruin_outside_region.add_locations(loc_mountain_ruin_outside, CCCharlesLocation)
multiworld.regions.append(mountain_ruin_outside_region)
world.regions.append(mountain_ruin_outside_region)
mountain_ruin_inside_region = Region("Mountain Ruin Inside", player, multiworld)
mountain_ruin_inside_region = Region("Mountain Ruin Inside", player, world)
mountain_ruin_inside_region.add_locations(loc_mountain_ruin_inside, CCCharlesLocation)
multiworld.regions.append(mountain_ruin_inside_region)
world.regions.append(mountain_ruin_inside_region)
prism_temple_region = Region("Prism Temple", player, multiworld)
prism_temple_region = Region("Prism Temple", player, world)
prism_temple_region.add_locations(loc_prism_temple, CCCharlesLocation)
multiworld.regions.append(prism_temple_region)
world.regions.append(prism_temple_region)
pickle_val_region = Region("Pickle Val", player, multiworld)
pickle_val_region = Region("Pickle Val", player, world)
pickle_val_region.add_locations(loc_pickle_val, CCCharlesLocation)
multiworld.regions.append(pickle_val_region)
world.regions.append(pickle_val_region)
shrine_near_temple_region = Region("Shrine Near Temple", player, multiworld)
shrine_near_temple_region = Region("Shrine Near Temple", player, world)
shrine_near_temple_region.add_locations(loc_shrine_near_temple, CCCharlesLocation)
multiworld.regions.append(shrine_near_temple_region)
world.regions.append(shrine_near_temple_region)
morse_bunker_region = Region("Morse Bunker", player, multiworld)
morse_bunker_region = Region("Morse Bunker", player, world)
morse_bunker_region.add_locations(loc_morse_bunker, CCCharlesLocation)
multiworld.regions.append(morse_bunker_region)
world.regions.append(morse_bunker_region)
# Place "Victory" event at "Final Boss" location
loc_final_boss = CCCharlesLocation(player, "Final Boss", None, prism_temple_region)

View File

@@ -4,212 +4,212 @@ from .Options import CCCharlesOptions
# Go mode: Green Egg + Blue Egg + Red Egg + Temple Key + Bug Spray (+ Remote Explosive x8 but the base game ignores it)
def set_rules(multiworld: MultiWorld, options: CCCharlesOptions, player: int) -> None:
def set_rules(world: MultiWorld, options: CCCharlesOptions, player: int) -> None:
# Tony Tiddle
set_rule(multiworld.get_entrance("Barn Door", player),
set_rule(world.get_entrance("Barn Door", player),
lambda state: state.has("Barn Key", player))
# Candice
set_rule(multiworld.get_entrance("Tutorial House Door", player),
set_rule(world.get_entrance("Tutorial House Door", player),
lambda state: state.has("Candice's Key", player))
# Lizbeth Murkwater
set_rule(multiworld.get_location("Swamp Lizbeth Murkwater Mission End", player),
set_rule(world.get_location("Swamp Lizbeth Murkwater Mission End", player),
lambda state: state.has("Dead Fish", player))
# Daryl
set_rule(multiworld.get_location("Junkyard Area Chest Ancient Tablet", player),
set_rule(world.get_location("Junkyard Area Chest Ancient Tablet", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Junkyard Area Daryl Mission End", player),
set_rule(world.get_location("Junkyard Area Daryl Mission End", player),
lambda state: state.has("Ancient Tablet", player))
# South House
set_rule(multiworld.get_location("South House Chest Scraps 1", player),
set_rule(world.get_location("South House Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("South House Chest Scraps 2", player),
set_rule(world.get_location("South House Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("South House Chest Scraps 3", player),
set_rule(world.get_location("South House Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("South House Chest Scraps 4", player),
set_rule(world.get_location("South House Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("South House Chest Scraps 5", player),
set_rule(world.get_location("South House Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("South House Chest Scraps 6", player),
set_rule(world.get_location("South House Chest Scraps 6", player),
lambda state: state.has("Lockpicks", player))
# South Mine
set_rule(multiworld.get_entrance("South Mine Gate", player),
set_rule(world.get_entrance("South Mine Gate", player),
lambda state: state.has("South Mine Key", player))
set_rule(multiworld.get_location("South Mine Inside Green Paint Can", player),
set_rule(world.get_location("South Mine Inside Green Paint Can", player),
lambda state: state.has("Lockpicks", player))
# Theodore
set_rule(multiworld.get_location("Middle Station Theodore Mission End", player),
set_rule(world.get_location("Middle Station Theodore Mission End", player),
lambda state: state.has("Blue Box", player))
# Watchtower
set_rule(multiworld.get_location("Watchtower Pink Paint Can", player),
set_rule(world.get_location("Watchtower Pink Paint Can", player),
lambda state: state.has("Lockpicks", player))
# Sasha
set_rule(multiworld.get_location("Haunted House Sasha Mission End", player),
set_rule(world.get_location("Haunted House Sasha Mission End", player),
lambda state: state.has("Page Drawing", player, 8))
# Santiago
set_rule(multiworld.get_location("Port Santiago Mission End", player),
set_rule(world.get_location("Port Santiago Mission End", player),
lambda state: state.has("Journal", player))
# Trench House
set_rule(multiworld.get_location("Trench House Chest Scraps 1", player),
set_rule(world.get_location("Trench House Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Trench House Chest Scraps 2", player),
set_rule(world.get_location("Trench House Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Trench House Chest Scraps 3", player),
set_rule(world.get_location("Trench House Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Trench House Chest Scraps 4", player),
set_rule(world.get_location("Trench House Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Trench House Chest Scraps 5", player),
set_rule(world.get_location("Trench House Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Trench House Chest Scraps 6", player),
set_rule(world.get_location("Trench House Chest Scraps 6", player),
lambda state: state.has("Lockpicks", player))
# East House
set_rule(multiworld.get_location("East House Chest Scraps 1", player),
set_rule(world.get_location("East House Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("East House Chest Scraps 2", player),
set_rule(world.get_location("East House Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("East House Chest Scraps 3", player),
set_rule(world.get_location("East House Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("East House Chest Scraps 4", player),
set_rule(world.get_location("East House Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("East House Chest Scraps 5", player),
set_rule(world.get_location("East House Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
# Rocket Testing Bunker
set_rule(multiworld.get_entrance("Stuck Bunker Door", player),
set_rule(world.get_entrance("Stuck Bunker Door", player),
lambda state: state.has("Timed Dynamite", player))
# John Smith
set_rule(multiworld.get_location("Workshop John Smith Mission End", player),
set_rule(world.get_location("Workshop John Smith Mission End", player),
lambda state: state.has("Box of Rockets", player))
# Claire
set_rule(multiworld.get_location("Lighthouse Claire Mission End", player),
set_rule(world.get_location("Lighthouse Claire Mission End", player),
lambda state: state.has("Breaker", player, 4))
# North Mine
set_rule(multiworld.get_entrance("North Mine Gate", player),
set_rule(world.get_entrance("North Mine Gate", player),
lambda state: state.has("North Mine Key", player))
set_rule(multiworld.get_location("North Mine Inside Blue Paint Can", player),
set_rule(world.get_location("North Mine Inside Blue Paint Can", player),
lambda state: state.has("Lockpicks", player))
# Paul
set_rule(multiworld.get_location("Museum Paul Mission End", player),
set_rule(world.get_location("Museum Paul Mission End", player),
lambda state: state.has("Remote Explosive x8", player))
# lambda state: state.has("Remote Explosive", player, 8)) # TODO: Add an option to split remote explosives
# West Beach
set_rule(multiworld.get_location("West Beach Chest Scraps 1", player),
set_rule(world.get_location("West Beach Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("West Beach Chest Scraps 2", player),
set_rule(world.get_location("West Beach Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("West Beach Chest Scraps 3", player),
set_rule(world.get_location("West Beach Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("West Beach Chest Scraps 4", player),
set_rule(world.get_location("West Beach Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("West Beach Chest Scraps 5", player),
set_rule(world.get_location("West Beach Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("West Beach Chest Scraps 6", player),
set_rule(world.get_location("West Beach Chest Scraps 6", player),
lambda state: state.has("Lockpicks", player))
# Caravan
set_rule(multiworld.get_location("Caravan Chest Scraps 1", player),
set_rule(world.get_location("Caravan Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Caravan Chest Scraps 2", player),
set_rule(world.get_location("Caravan Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Caravan Chest Scraps 3", player),
set_rule(world.get_location("Caravan Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Caravan Chest Scraps 4", player),
set_rule(world.get_location("Caravan Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Caravan Chest Scraps 5", player),
set_rule(world.get_location("Caravan Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
# Ronny
set_rule(multiworld.get_location("Towers Ronny Mission End", player),
set_rule(world.get_location("Towers Ronny Mission End", player),
lambda state: state.has("Employment Contracts", player))
# North Beach
set_rule(multiworld.get_location("North Beach Chest Scraps 1", player),
set_rule(world.get_location("North Beach Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("North Beach Chest Scraps 2", player),
set_rule(world.get_location("North Beach Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("North Beach Chest Scraps 3", player),
set_rule(world.get_location("North Beach Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("North Beach Chest Scraps 4", player),
set_rule(world.get_location("North Beach Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
# Mine Shaft
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 1", player),
set_rule(world.get_location("Mine Shaft Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 2", player),
set_rule(world.get_location("Mine Shaft Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 3", player),
set_rule(world.get_location("Mine Shaft Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 4", player),
set_rule(world.get_location("Mine Shaft Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 5", player),
set_rule(world.get_location("Mine Shaft Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 6", player),
set_rule(world.get_location("Mine Shaft Chest Scraps 6", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 7", player),
set_rule(world.get_location("Mine Shaft Chest Scraps 7", player),
lambda state: state.has("Lockpicks", player))
# Mob Camp
set_rule(multiworld.get_entrance("Mob Camp Locked Door", player),
set_rule(world.get_entrance("Mob Camp Locked Door", player),
lambda state: state.has("Mob Camp Key", player))
set_rule(multiworld.get_location("Mob Camp Locked Room Stolen Bob", player),
set_rule(world.get_location("Mob Camp Locked Room Stolen Bob", player),
lambda state: state.has("Broken Bob", player))
# Mountain Ruin
set_rule(multiworld.get_entrance("Mountain Ruin Gate", player),
set_rule(world.get_entrance("Mountain Ruin Gate", player),
lambda state: state.has("Mountain Ruin Key", player))
set_rule(multiworld.get_location("Mountain Ruin Inside Red Paint Can", player),
set_rule(world.get_location("Mountain Ruin Inside Red Paint Can", player),
lambda state: state.has("Lockpicks", player))
# Prism Temple
set_rule(multiworld.get_location("Prism Temple Chest Scraps 1", player),
set_rule(world.get_location("Prism Temple Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Prism Temple Chest Scraps 2", player),
set_rule(world.get_location("Prism Temple Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Prism Temple Chest Scraps 3", player),
set_rule(world.get_location("Prism Temple Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
# Pickle Lady
set_rule(multiworld.get_location("Pickle Val Jar of Pickles", player),
set_rule(world.get_location("Pickle Val Jar of Pickles", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Pickle Val Pickle Lady Mission End", player),
set_rule(world.get_location("Pickle Val Pickle Lady Mission End", player),
lambda state: state.has("Jar of Pickles", player))
# Morse Bunker
set_rule(multiworld.get_location("Morse Bunker Chest Scraps 1", player),
set_rule(world.get_location("Morse Bunker Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Morse Bunker Chest Scraps 2", player),
set_rule(world.get_location("Morse Bunker Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Morse Bunker Chest Scraps 3", player),
set_rule(world.get_location("Morse Bunker Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Morse Bunker Chest Scraps 4", player),
set_rule(world.get_location("Morse Bunker Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(multiworld.get_location("Morse Bunker Chest Scraps 5", player),
set_rule(world.get_location("Morse Bunker Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
# Add rules to reach the "Go mode"
set_rule(multiworld.get_location("Final Boss", player),
set_rule(world.get_location("Final Boss", player),
lambda state: state.has("Temple Key", player)
and state.has("Green Egg", player)
and state.has("Blue Egg", player)
and state.has("Red Egg", player))
multiworld.completion_condition[player] = lambda state: state.has("Victory", player)
world.completion_condition[player] = lambda state: state.has("Victory", player)

47
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# Donkey Kong Country 3 - Changelog
## v1.1
### Features:
- KONGsanity option (Collect all KONG letters in each level for a check)
- Autosave option
- Difficulty option
- MERRY option
- Handle collected/co-op locations
### Bug Fixes:
- Fixed Mekanos softlock
- Prevent Brothers Bear giving extra Banana Birds
- Fixed Banana Bird Mother check sending prematurely
- Fix Logic bug with Krematoa level costs
## v1.0
### Features:
- Goal
- Knautilus
- Scuttle the Knautilus in Krematoa and defeat Baron K. Roolenstein to win
- Banana Bird Hunt
- Find the Banana Birds and rescue their mother to win
- Locations included:
- Level Flags
- Bonuses
- DK Coins
- Banana Bird Caves
- Items included:
- Progressive Boat Upgrade
- Three are placed into the item pool (Patch -> First Ski -> Second Ski)
- Bonus Coins
- DK Coins
- Krematoa Cogs
- Bear Coins
- 1-Up Balloons
- Level Shuffle is supported
- Music Shuffle is supported
- Kong Palette options are supported
- Starting life count can be set

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import logging
from NetUtils import ClientStatus, color
from worlds.AutoSNIClient import SNIClient
snes_logger = logging.getLogger("SNES")
# FXPAK Pro protocol memory mapping used by SNI
ROM_START = 0x000000
WRAM_START = 0xF50000
WRAM_SIZE = 0x20000
SRAM_START = 0xE00000
DKC3_ROMNAME_START = 0x00FFC0
DKC3_ROMHASH_START = 0x7FC0
ROMNAME_SIZE = 0x15
ROMHASH_SIZE = 0x15
DKC3_RECV_PROGRESS_ADDR = WRAM_START + 0x632
DKC3_FILE_NAME_ADDR = WRAM_START + 0x5D9
DEATH_LINK_ACTIVE_ADDR = DKC3_ROMNAME_START + 0x15 # DKC3_TODO: Find a permanent home for this
class DKC3SNIClient(SNIClient):
game = "Donkey Kong Country 3"
patch_suffix = ".apdkc3"
async def deathlink_kill_player(self, ctx):
pass
# DKC3_TODO: Handle Receiving Deathlink
async def validate_rom(self, ctx):
from SNIClient import snes_read
rom_name = await snes_read(ctx, DKC3_ROMHASH_START, ROMHASH_SIZE)
if rom_name is None or rom_name == bytes([0] * ROMHASH_SIZE) or rom_name[:2] != b"D3":
return False
ctx.game = self.game
ctx.items_handling = 0b111 # remote items
ctx.rom = rom_name
#death_link = await snes_read(ctx, DEATH_LINK_ACTIVE_ADDR, 1)
## DKC3_TODO: Handle Deathlink
#if death_link:
# ctx.allow_collect = bool(death_link[0] & 0b100)
# await ctx.update_death_link(bool(death_link[0] & 0b1))
return True
async def game_watcher(self, ctx):
from SNIClient import snes_buffered_write, snes_flush_writes, snes_read
# DKC3_TODO: Handle Deathlink
save_file_name = await snes_read(ctx, DKC3_FILE_NAME_ADDR, 0x5)
if save_file_name is None or save_file_name[0] == 0x00 or save_file_name == bytes([0x55] * 0x05):
# We haven't loaded a save file
return
new_checks = []
from .Rom import location_rom_data, item_rom_data, boss_location_ids, level_unlock_map
location_ram_data = await snes_read(ctx, WRAM_START + 0x5FE, 0x81)
for loc_id, loc_data in location_rom_data.items():
if loc_id not in ctx.locations_checked:
data = location_ram_data[loc_data[0] - 0x5FE]
masked_data = data & (1 << loc_data[1])
bit_set = (masked_data != 0)
invert_bit = ((len(loc_data) >= 3) and loc_data[2])
if bit_set != invert_bit:
# DKC3_TODO: Handle non-included checks
new_checks.append(loc_id)
verify_save_file_name = await snes_read(ctx, DKC3_FILE_NAME_ADDR, 0x5)
if verify_save_file_name is None or verify_save_file_name[0] == 0x00 or verify_save_file_name == bytes([0x55] * 0x05) or verify_save_file_name != save_file_name:
# We have somehow exited the save file (or worse)
ctx.rom = None
return
rom = await snes_read(ctx, DKC3_ROMHASH_START, ROMHASH_SIZE)
if rom != ctx.rom:
ctx.rom = None
# We have somehow loaded a different ROM
return
for new_check_id in new_checks:
ctx.locations_checked.add(new_check_id)
location = ctx.location_names.lookup_in_game(new_check_id)
snes_logger.info(
f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": [new_check_id]}])
# DKC3_TODO: Make this actually visually display new things received (ASM Hook required)
recv_count = await snes_read(ctx, DKC3_RECV_PROGRESS_ADDR, 1)
recv_index = recv_count[0]
if recv_index < len(ctx.items_received):
item = ctx.items_received[recv_index]
recv_index += 1
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_names.lookup_in_game(item.item), 'red', 'bold'),
color(ctx.player_names[item.player], 'yellow'),
ctx.location_names.lookup_in_slot(item.location, item.player), recv_index, len(ctx.items_received)))
snes_buffered_write(ctx, DKC3_RECV_PROGRESS_ADDR, bytes([recv_index]))
if item.item in item_rom_data:
item_count = await snes_read(ctx, WRAM_START + item_rom_data[item.item][0], 0x1)
new_item_count = item_count[0] + 1
for address in item_rom_data[item.item]:
snes_buffered_write(ctx, WRAM_START + address, bytes([new_item_count]))
# Handle Coin Displays
current_level = await snes_read(ctx, WRAM_START + 0x5E3, 0x5)
overworld_locked = ((await snes_read(ctx, WRAM_START + 0x5FC, 0x1))[0] == 0x01)
if item.item == 0xDC3002 and not overworld_locked and (current_level[0] == 0x0A and current_level[2] == 0x00 and current_level[4] == 0x03):
# Bazaar and Barter
item_count = await snes_read(ctx, WRAM_START + 0xB02, 0x1)
new_item_count = item_count[0] + 1
snes_buffered_write(ctx, WRAM_START + 0xB02, bytes([new_item_count]))
elif item.item == 0xDC3002 and not overworld_locked and current_level[0] == 0x04:
# Swanky
item_count = await snes_read(ctx, WRAM_START + 0xA26, 0x1)
new_item_count = item_count[0] + 1
snes_buffered_write(ctx, WRAM_START + 0xA26, bytes([new_item_count]))
elif item.item == 0xDC3003 and not overworld_locked and (current_level[0] == 0x0A and current_level[2] == 0x08 and current_level[4] == 0x01):
# Boomer
item_count = await snes_read(ctx, WRAM_START + 0xB02, 0x1)
new_item_count = item_count[0] + 1
snes_buffered_write(ctx, WRAM_START + 0xB02, bytes([new_item_count]))
else:
# Handle Patch and Skis
if item.item == 0xDC3007:
num_upgrades = 1
inventory = await snes_read(ctx, WRAM_START + 0x605, 0xF)
if (inventory[0] & 0x02):
num_upgrades = 3
elif (inventory[13] & 0x08) or (inventory[0] & 0x01):
num_upgrades = 2
if num_upgrades == 1:
snes_buffered_write(ctx, WRAM_START + 0x605, bytes([inventory[0] | 0x01]))
if inventory[4] == 0:
snes_buffered_write(ctx, WRAM_START + 0x609, bytes([0x01]))
elif inventory[6] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60B, bytes([0x01]))
elif inventory[8] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60D, bytes([0x01]))
elif inventory[10] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60F, bytes([0x01]))
cove_mekanos_progress = await snes_read(ctx, WRAM_START + 0x691, 0x2)
snes_buffered_write(ctx, WRAM_START + 0x691, bytes([cove_mekanos_progress[0] | 0x01]))
snes_buffered_write(ctx, WRAM_START + 0x692, bytes([cove_mekanos_progress[1] | 0x01]))
elif num_upgrades == 2:
snes_buffered_write(ctx, WRAM_START + 0x605, bytes([inventory[0] | 0x02]))
if inventory[4] == 0:
snes_buffered_write(ctx, WRAM_START + 0x609, bytes([0x02]))
elif inventory[6] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60B, bytes([0x02]))
elif inventory[8] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60D, bytes([0x02]))
elif inventory[10] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60F, bytes([0x02]))
elif num_upgrades == 3:
snes_buffered_write(ctx, WRAM_START + 0x606, bytes([inventory[1] | 0x20]))
k3_ridge_progress = await snes_read(ctx, WRAM_START + 0x693, 0x2)
snes_buffered_write(ctx, WRAM_START + 0x693, bytes([k3_ridge_progress[0] | 0x01]))
snes_buffered_write(ctx, WRAM_START + 0x694, bytes([k3_ridge_progress[1] | 0x01]))
elif item.item == 0xDC3000:
# Handle Victory
if not ctx.finished_game:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
else:
print("Item Not Recognized: ", item.item)
pass
await snes_flush_writes(ctx)
# Handle Collected Locations
levels_to_tiles = await snes_read(ctx, ROM_START + 0x3FF800, 0x60)
tiles_to_levels = await snes_read(ctx, ROM_START + 0x3FF860, 0x60)
for loc_id in ctx.checked_locations:
if loc_id not in ctx.locations_checked and loc_id not in boss_location_ids:
loc_data = location_rom_data[loc_id]
data = await snes_read(ctx, WRAM_START + loc_data[0], 1)
invert_bit = ((len(loc_data) >= 3) and loc_data[2])
if not invert_bit:
masked_data = data[0] | (1 << loc_data[1])
snes_buffered_write(ctx, WRAM_START + loc_data[0], bytes([masked_data]))
if (loc_data[1] == 1):
# Make the next levels accessible
level_id = loc_data[0] - 0x632
tile_id = levels_to_tiles[level_id] if levels_to_tiles[level_id] != 0xFF else level_id
tile_id = tile_id + 0x632
if tile_id in level_unlock_map:
for next_level_address in level_unlock_map[tile_id]:
next_level_id = next_level_address - 0x632
next_tile_id = tiles_to_levels[next_level_id] if tiles_to_levels[next_level_id] != 0xFF else next_level_id
next_tile_id = next_tile_id + 0x632
next_data = await snes_read(ctx, WRAM_START + next_tile_id, 1)
snes_buffered_write(ctx, WRAM_START + next_tile_id, bytes([next_data[0] | 0x01]))
await snes_flush_writes(ctx)
else:
masked_data = data[0] & ~(1 << loc_data[1])
snes_buffered_write(ctx, WRAM_START + loc_data[0], bytes([masked_data]))
await snes_flush_writes(ctx)
ctx.locations_checked.add(loc_id)
# Calculate Boomer Cost Text
boomer_cost_text = await snes_read(ctx, WRAM_START + 0xAAFD, 2)
if boomer_cost_text[0] == 0x31 and boomer_cost_text[1] == 0x35:
boomer_cost = await snes_read(ctx, ROM_START + 0x349857, 1)
boomer_cost_tens = int(boomer_cost[0]) // 10
boomer_cost_ones = int(boomer_cost[0]) % 10
snes_buffered_write(ctx, WRAM_START + 0xAAFD, bytes([0x30 + boomer_cost_tens, 0x30 + boomer_cost_ones]))
await snes_flush_writes(ctx)
boomer_final_cost_text = await snes_read(ctx, WRAM_START + 0xAB9B, 2)
if boomer_final_cost_text[0] == 0x32 and boomer_final_cost_text[1] == 0x35:
boomer_cost = await snes_read(ctx, ROM_START + 0x349857, 1)
boomer_cost_tens = boomer_cost[0] // 10
boomer_cost_ones = boomer_cost[0] % 10
snes_buffered_write(ctx, WRAM_START + 0xAB9B, bytes([0x30 + boomer_cost_tens, 0x30 + boomer_cost_ones]))
await snes_flush_writes(ctx)

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import typing
from BaseClasses import Item
from .Names import ItemName
class ItemData(typing.NamedTuple):
code: typing.Optional[int]
progression: bool
quantity: int = 1
event: bool = False
class DKC3Item(Item):
game: str = "Donkey Kong Country 3"
# Separate tables for each type of item.
junk_table = {
ItemName.one_up_balloon: ItemData(0xDC3001, False),
ItemName.bear_coin: ItemData(0xDC3002, False),
}
collectable_table = {
ItemName.bonus_coin: ItemData(0xDC3003, True),
ItemName.dk_coin: ItemData(0xDC3004, True),
ItemName.banana_bird: ItemData(0xDC3005, True),
ItemName.krematoa_cog: ItemData(0xDC3006, True),
ItemName.progressive_boat: ItemData(0xDC3007, True),
}
inventory_table = {
ItemName.present: ItemData(0xDC3008, True),
ItemName.bowling_ball: ItemData(0xDC3009, True),
ItemName.shell: ItemData(0xDC300A, True),
ItemName.mirror: ItemData(0xDC300B, True),
ItemName.flower: ItemData(0xDC300C, True),
ItemName.wrench: ItemData(0xDC300D, True),
}
event_table = {
ItemName.victory: ItemData(0xDC3000, True),
}
# Complete item table.
item_table = {
**junk_table,
**collectable_table,
**event_table,
}
lookup_id_to_name: typing.Dict[int, str] = {data.code: item_name for item_name, data in item_table.items() if data.code}

27
worlds/dkc3/LICENSE Normal file
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Modified MIT License
Copyright (c) 2025 PoryGone
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, and/or distribute copies of the Software,
and to permit persons to whom the Software is furnished to do so, subject to
the following conditions:
No copy or substantial portion of the Software shall be sublicensed or relicensed
without the express written permission of the copyright holder(s)
No copy or substantial portion of the Software shall be sold without the express
written permission of the copyright holder(s)
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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from .Names import LocationName
class DKC3Level():
nameIDAddress: int
levelIDAddress: int
nameID: int
levelID: int
def __init__(self, nameIDAddress: int, levelIDAddress: int, nameID: int, levelID: int):
self.nameIDAddress = nameIDAddress
self.levelIDAddress = levelIDAddress
self.nameID = nameID
self.levelID = levelID
level_dict = {
LocationName.lakeside_limbo_region: DKC3Level(0x34D19C, 0x34D19D, 0x01, 0x25),
LocationName.doorstop_dash_region: DKC3Level(0x34D1A7, 0x34D1A8, 0x02, 0x28),
LocationName.tidal_trouble_region: DKC3Level(0x34D1BD, 0x34D1BE, 0x04, 0x27),
LocationName.skiddas_row_region: DKC3Level(0x34D1C8, 0x34D1C9, 0x05, 0x2B),
LocationName.murky_mill_region: DKC3Level(0x34D1D3, 0x34D1D4, 0x0D, 0x2A),
LocationName.barrel_shield_bust_up_region: DKC3Level(0x34D217, 0x34D218, 0x0B, 0x30),
LocationName.riverside_race_region: DKC3Level(0x34D22D, 0x34D22E, 0x0C, 0x32),
LocationName.squeals_on_wheels_region: DKC3Level(0x34D238, 0x34D239, 0x06, 0x29),
LocationName.springin_spiders_region: DKC3Level(0x34D24E, 0x34D24F, 0x0E, 0x2F),
LocationName.bobbing_barrel_brawl_region: DKC3Level(0x34D264, 0x34D265, 0x37, 0x34),
LocationName.bazzas_blockade_region: DKC3Level(0x34D29D, 0x34D29E, 0x14, 0x35),
LocationName.rocket_barrel_ride_region: DKC3Level(0x34D2A8, 0x34D2A9, 0x15, 0x38),
LocationName.kreeping_klasps_region: DKC3Level(0x34D2BE, 0x34D2BF, 0x16, 0x26),
LocationName.tracker_barrel_trek_region: DKC3Level(0x34D2D4, 0x34D2D5, 0x17, 0x39),
LocationName.fish_food_frenzy_region: DKC3Level(0x34D2DF, 0x34D2E0, 0x18, 0x36),
LocationName.fire_ball_frenzy_region: DKC3Level(0x34D30D, 0x34D30E, 0x1B, 0x3B),
LocationName.demolition_drain_pipe_region: DKC3Level(0x34D323, 0x34D324, 0x1D, 0x40),
LocationName.ripsaw_rage_region: DKC3Level(0x34D339, 0x34D33A, 0x1E, 0x2E),
LocationName.blazing_bazookas_region: DKC3Level(0x34D34F, 0x34D350, 0x1F, 0x3C),
LocationName.low_g_labyrinth_region: DKC3Level(0x34D35A, 0x34D35B, 0x20, 0x3E),
LocationName.krevice_kreepers_region: DKC3Level(0x34D388, 0x34D389, 0x23, 0x41),
LocationName.tearaway_toboggan_region: DKC3Level(0x34D393, 0x34D394, 0x24, 0x2D),
LocationName.barrel_drop_bounce_region: DKC3Level(0x34D39E, 0x34D39F, 0x25, 0x3A),
LocationName.krack_shot_kroc_region: DKC3Level(0x34D3A9, 0x34D3AA, 0x26, 0x3D),
LocationName.lemguin_lunge_region: DKC3Level(0x34D3B4, 0x34D3B5, 0x27, 0x2C),
LocationName.buzzer_barrage_region: DKC3Level(0x34D40E, 0x34D40F, 0x2B, 0x44),
LocationName.kong_fused_cliffs_region: DKC3Level(0x34D424, 0x34D425, 0x2D, 0x42),
LocationName.floodlit_fish_region: DKC3Level(0x34D42F, 0x34D430, 0x2E, 0x37),
LocationName.pothole_panic_region: DKC3Level(0x34D43A, 0x34D43B, 0x2F, 0x45),
LocationName.ropey_rumpus_region: DKC3Level(0x34D450, 0x34D451, 0x30, 0x43),
LocationName.konveyor_rope_clash_region: DKC3Level(0x34D489, 0x34D48A, 0x38, 0x48),
LocationName.creepy_caverns_region: DKC3Level(0x34D49F, 0x34D4A0, 0x36, 0x46),
LocationName.lightning_lookout_region: DKC3Level(0x34D4AA, 0x34D4AB, 0x10, 0x33),
LocationName.koindozer_klamber_region: DKC3Level(0x34D4C0, 0x34D4C1, 0x34, 0x47),
LocationName.poisonous_pipeline_region: DKC3Level(0x34D4D6, 0x34D4D7, 0x39, 0x3F),
LocationName.stampede_sprint_region: DKC3Level(0x34D51A, 0x34D51B, 0x3D, 0x49),
LocationName.criss_cross_cliffs_region: DKC3Level(0x34D525, 0x34D526, 0x3E, 0x4A),
LocationName.tyrant_twin_tussle_region: DKC3Level(0x34D530, 0x34D531, 0x3F, 0x4B),
LocationName.swoopy_salvo_region: DKC3Level(0x34D53B, 0x34D53C, 0x40, 0x31),
#LocationName.rocket_rush_region: DKC3Level(0x34D546, 0x34D547, 0x05, 0x4C), # Rocket Rush is not getting shuffled
}
level_list = [
LocationName.lakeside_limbo_region,
LocationName.doorstop_dash_region,
LocationName.tidal_trouble_region,
LocationName.skiddas_row_region,
LocationName.murky_mill_region,
LocationName.barrel_shield_bust_up_region,
LocationName.riverside_race_region,
LocationName.squeals_on_wheels_region,
LocationName.springin_spiders_region,
LocationName.bobbing_barrel_brawl_region,
LocationName.bazzas_blockade_region,
LocationName.rocket_barrel_ride_region,
LocationName.kreeping_klasps_region,
LocationName.tracker_barrel_trek_region,
LocationName.fish_food_frenzy_region,
LocationName.fire_ball_frenzy_region,
LocationName.demolition_drain_pipe_region,
LocationName.ripsaw_rage_region,
LocationName.blazing_bazookas_region,
LocationName.low_g_labyrinth_region,
LocationName.krevice_kreepers_region,
LocationName.tearaway_toboggan_region,
LocationName.barrel_drop_bounce_region,
LocationName.krack_shot_kroc_region,
LocationName.lemguin_lunge_region,
LocationName.buzzer_barrage_region,
LocationName.kong_fused_cliffs_region,
LocationName.floodlit_fish_region,
LocationName.pothole_panic_region,
LocationName.ropey_rumpus_region,
LocationName.konveyor_rope_clash_region,
LocationName.creepy_caverns_region,
LocationName.lightning_lookout_region,
LocationName.koindozer_klamber_region,
LocationName.poisonous_pipeline_region,
LocationName.stampede_sprint_region,
LocationName.criss_cross_cliffs_region,
LocationName.tyrant_twin_tussle_region,
LocationName.swoopy_salvo_region,
#LocationName.rocket_rush_region,
]

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worlds/dkc3/Locations.py Normal file
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import typing
from BaseClasses import Location
from .Names import LocationName
from worlds.AutoWorld import World
class DKC3Location(Location):
game: str = "Donkey Kong Country 3"
progress_byte: int = 0x000000
progress_bit: int = 0
inverted_bit: bool = False
def __init__(self, player: int, name: str = '', address: int = None, parent=None, prog_byte: int = None, prog_bit: int = None, invert: bool = False):
super().__init__(player, name, address, parent)
self.progress_byte = prog_byte
self.progress_bit = prog_bit
self.inverted_bit = invert
level_location_table = {
LocationName.lakeside_limbo_flag: 0xDC3000,
LocationName.lakeside_limbo_bonus_1: 0xDC3001,
LocationName.lakeside_limbo_bonus_2: 0xDC3002,
LocationName.lakeside_limbo_dk: 0xDC3003,
LocationName.doorstop_dash_flag: 0xDC3004,
LocationName.doorstop_dash_bonus_1: 0xDC3005,
LocationName.doorstop_dash_bonus_2: 0xDC3006,
LocationName.doorstop_dash_dk: 0xDC3007,
LocationName.tidal_trouble_flag: 0xDC3008,
LocationName.tidal_trouble_bonus_1: 0xDC3009,
LocationName.tidal_trouble_bonus_2: 0xDC300A,
LocationName.tidal_trouble_dk: 0xDC300B,
LocationName.skiddas_row_flag: 0xDC300C,
LocationName.skiddas_row_bonus_1: 0xDC300D,
LocationName.skiddas_row_bonus_2: 0xDC300E,
LocationName.skiddas_row_dk: 0xDC300F,
LocationName.murky_mill_flag: 0xDC3010,
LocationName.murky_mill_bonus_1: 0xDC3011,
LocationName.murky_mill_bonus_2: 0xDC3012,
LocationName.murky_mill_dk: 0xDC3013,
LocationName.barrel_shield_bust_up_flag: 0xDC3014,
LocationName.barrel_shield_bust_up_bonus_1: 0xDC3015,
LocationName.barrel_shield_bust_up_bonus_2: 0xDC3016,
LocationName.barrel_shield_bust_up_dk: 0xDC3017,
LocationName.riverside_race_flag: 0xDC3018,
LocationName.riverside_race_bonus_1: 0xDC3019,
LocationName.riverside_race_bonus_2: 0xDC301A,
LocationName.riverside_race_dk: 0xDC301B,
LocationName.squeals_on_wheels_flag: 0xDC301C,
LocationName.squeals_on_wheels_bonus_1: 0xDC301D,
LocationName.squeals_on_wheels_bonus_2: 0xDC301E,
LocationName.squeals_on_wheels_dk: 0xDC301F,
LocationName.springin_spiders_flag: 0xDC3020,
LocationName.springin_spiders_bonus_1: 0xDC3021,
LocationName.springin_spiders_bonus_2: 0xDC3022,
LocationName.springin_spiders_dk: 0xDC3023,
LocationName.bobbing_barrel_brawl_flag: 0xDC3024,
LocationName.bobbing_barrel_brawl_bonus_1: 0xDC3025,
LocationName.bobbing_barrel_brawl_bonus_2: 0xDC3026,
LocationName.bobbing_barrel_brawl_dk: 0xDC3027,
LocationName.bazzas_blockade_flag: 0xDC3028,
LocationName.bazzas_blockade_bonus_1: 0xDC3029,
LocationName.bazzas_blockade_bonus_2: 0xDC302A,
LocationName.bazzas_blockade_dk: 0xDC302B,
LocationName.rocket_barrel_ride_flag: 0xDC302C,
LocationName.rocket_barrel_ride_bonus_1: 0xDC302D,
LocationName.rocket_barrel_ride_bonus_2: 0xDC302E,
LocationName.rocket_barrel_ride_dk: 0xDC302F,
LocationName.kreeping_klasps_flag: 0xDC3030,
LocationName.kreeping_klasps_bonus_1: 0xDC3031,
LocationName.kreeping_klasps_bonus_2: 0xDC3032,
LocationName.kreeping_klasps_dk: 0xDC3033,
LocationName.tracker_barrel_trek_flag: 0xDC3034,
LocationName.tracker_barrel_trek_bonus_1: 0xDC3035,
LocationName.tracker_barrel_trek_bonus_2: 0xDC3036,
LocationName.tracker_barrel_trek_dk: 0xDC3037,
LocationName.fish_food_frenzy_flag: 0xDC3038,
LocationName.fish_food_frenzy_bonus_1: 0xDC3039,
LocationName.fish_food_frenzy_bonus_2: 0xDC303A,
LocationName.fish_food_frenzy_dk: 0xDC303B,
LocationName.fire_ball_frenzy_flag: 0xDC303C,
LocationName.fire_ball_frenzy_bonus_1: 0xDC303D,
LocationName.fire_ball_frenzy_bonus_2: 0xDC303E,
LocationName.fire_ball_frenzy_dk: 0xDC303F,
LocationName.demolition_drain_pipe_flag: 0xDC3040,
LocationName.demolition_drain_pipe_bonus_1: 0xDC3041,
LocationName.demolition_drain_pipe_bonus_2: 0xDC3042,
LocationName.demolition_drain_pipe_dk: 0xDC3043,
LocationName.ripsaw_rage_flag: 0xDC3044,
LocationName.ripsaw_rage_bonus_1: 0xDC3045,
LocationName.ripsaw_rage_bonus_2: 0xDC3046,
LocationName.ripsaw_rage_dk: 0xDC3047,
LocationName.blazing_bazookas_flag: 0xDC3048,
LocationName.blazing_bazookas_bonus_1: 0xDC3049,
LocationName.blazing_bazookas_bonus_2: 0xDC304A,
LocationName.blazing_bazookas_dk: 0xDC304B,
LocationName.low_g_labyrinth_flag: 0xDC304C,
LocationName.low_g_labyrinth_bonus_1: 0xDC304D,
LocationName.low_g_labyrinth_bonus_2: 0xDC304E,
LocationName.low_g_labyrinth_dk: 0xDC304F,
LocationName.krevice_kreepers_flag: 0xDC3050,
LocationName.krevice_kreepers_bonus_1: 0xDC3051,
LocationName.krevice_kreepers_bonus_2: 0xDC3052,
LocationName.krevice_kreepers_dk: 0xDC3053,
LocationName.tearaway_toboggan_flag: 0xDC3054,
LocationName.tearaway_toboggan_bonus_1: 0xDC3055,
LocationName.tearaway_toboggan_bonus_2: 0xDC3056,
LocationName.tearaway_toboggan_dk: 0xDC3057,
LocationName.barrel_drop_bounce_flag: 0xDC3058,
LocationName.barrel_drop_bounce_bonus_1: 0xDC3059,
LocationName.barrel_drop_bounce_bonus_2: 0xDC305A,
LocationName.barrel_drop_bounce_dk: 0xDC305B,
LocationName.krack_shot_kroc_flag: 0xDC305C,
LocationName.krack_shot_kroc_bonus_1: 0xDC305D,
LocationName.krack_shot_kroc_bonus_2: 0xDC305E,
LocationName.krack_shot_kroc_dk: 0xDC305F,
LocationName.lemguin_lunge_flag: 0xDC3060,
LocationName.lemguin_lunge_bonus_1: 0xDC3061,
LocationName.lemguin_lunge_bonus_2: 0xDC3062,
LocationName.lemguin_lunge_dk: 0xDC3063,
LocationName.buzzer_barrage_flag: 0xDC3064,
LocationName.buzzer_barrage_bonus_1: 0xDC3065,
LocationName.buzzer_barrage_bonus_2: 0xDC3066,
LocationName.buzzer_barrage_dk: 0xDC3067,
LocationName.kong_fused_cliffs_flag: 0xDC3068,
LocationName.kong_fused_cliffs_bonus_1: 0xDC3069,
LocationName.kong_fused_cliffs_bonus_2: 0xDC306A,
LocationName.kong_fused_cliffs_dk: 0xDC306B,
LocationName.floodlit_fish_flag: 0xDC306C,
LocationName.floodlit_fish_bonus_1: 0xDC306D,
LocationName.floodlit_fish_bonus_2: 0xDC306E,
LocationName.floodlit_fish_dk: 0xDC306F,
LocationName.pothole_panic_flag: 0xDC3070,
LocationName.pothole_panic_bonus_1: 0xDC3071,
LocationName.pothole_panic_bonus_2: 0xDC3072,
LocationName.pothole_panic_dk: 0xDC3073,
LocationName.ropey_rumpus_flag: 0xDC3074,
LocationName.ropey_rumpus_bonus_1: 0xDC3075,
LocationName.ropey_rumpus_bonus_2: 0xDC3076,
LocationName.ropey_rumpus_dk: 0xDC3077,
LocationName.konveyor_rope_clash_flag: 0xDC3078,
LocationName.konveyor_rope_clash_bonus_1: 0xDC3079,
LocationName.konveyor_rope_clash_bonus_2: 0xDC307A,
LocationName.konveyor_rope_clash_dk: 0xDC307B,
LocationName.creepy_caverns_flag: 0xDC307C,
LocationName.creepy_caverns_bonus_1: 0xDC307D,
LocationName.creepy_caverns_bonus_2: 0xDC307E,
LocationName.creepy_caverns_dk: 0xDC307F,
LocationName.lightning_lookout_flag: 0xDC3080,
LocationName.lightning_lookout_bonus_1: 0xDC3081,
LocationName.lightning_lookout_bonus_2: 0xDC3082,
LocationName.lightning_lookout_dk: 0xDC3083,
LocationName.koindozer_klamber_flag: 0xDC3084,
LocationName.koindozer_klamber_bonus_1: 0xDC3085,
LocationName.koindozer_klamber_bonus_2: 0xDC3086,
LocationName.koindozer_klamber_dk: 0xDC3087,
LocationName.poisonous_pipeline_flag: 0xDC3088,
LocationName.poisonous_pipeline_bonus_1: 0xDC3089,
LocationName.poisonous_pipeline_bonus_2: 0xDC308A,
LocationName.poisonous_pipeline_dk: 0xDC308B,
LocationName.stampede_sprint_flag: 0xDC308C,
LocationName.stampede_sprint_bonus_1: 0xDC308D,
LocationName.stampede_sprint_bonus_2: 0xDC308E,
LocationName.stampede_sprint_bonus_3: 0xDC308F,
LocationName.stampede_sprint_dk: 0xDC3090,
LocationName.criss_cross_cliffs_flag: 0xDC3091,
LocationName.criss_cross_cliffs_bonus_1: 0xDC3092,
LocationName.criss_cross_cliffs_bonus_2: 0xDC3093,
LocationName.criss_cross_cliffs_dk: 0xDC3094,
LocationName.tyrant_twin_tussle_flag: 0xDC3095,
LocationName.tyrant_twin_tussle_bonus_1: 0xDC3096,
LocationName.tyrant_twin_tussle_bonus_2: 0xDC3097,
LocationName.tyrant_twin_tussle_bonus_3: 0xDC3098,
LocationName.tyrant_twin_tussle_dk: 0xDC3099,
LocationName.swoopy_salvo_flag: 0xDC309A,
LocationName.swoopy_salvo_bonus_1: 0xDC309B,
LocationName.swoopy_salvo_bonus_2: 0xDC309C,
LocationName.swoopy_salvo_bonus_3: 0xDC309D,
LocationName.swoopy_salvo_dk: 0xDC309E,
LocationName.rocket_rush_flag: 0xDC309F,
LocationName.rocket_rush_dk: 0xDC30A0,
}
kong_location_table = {
LocationName.lakeside_limbo_kong: 0xDC3100,
LocationName.doorstop_dash_kong: 0xDC3104,
LocationName.tidal_trouble_kong: 0xDC3108,
LocationName.skiddas_row_kong: 0xDC310C,
LocationName.murky_mill_kong: 0xDC3110,
LocationName.barrel_shield_bust_up_kong: 0xDC3114,
LocationName.riverside_race_kong: 0xDC3118,
LocationName.squeals_on_wheels_kong: 0xDC311C,
LocationName.springin_spiders_kong: 0xDC3120,
LocationName.bobbing_barrel_brawl_kong: 0xDC3124,
LocationName.bazzas_blockade_kong: 0xDC3128,
LocationName.rocket_barrel_ride_kong: 0xDC312C,
LocationName.kreeping_klasps_kong: 0xDC3130,
LocationName.tracker_barrel_trek_kong: 0xDC3134,
LocationName.fish_food_frenzy_kong: 0xDC3138,
LocationName.fire_ball_frenzy_kong: 0xDC313C,
LocationName.demolition_drain_pipe_kong: 0xDC3140,
LocationName.ripsaw_rage_kong: 0xDC3144,
LocationName.blazing_bazookas_kong: 0xDC3148,
LocationName.low_g_labyrinth_kong: 0xDC314C,
LocationName.krevice_kreepers_kong: 0xDC3150,
LocationName.tearaway_toboggan_kong: 0xDC3154,
LocationName.barrel_drop_bounce_kong: 0xDC3158,
LocationName.krack_shot_kroc_kong: 0xDC315C,
LocationName.lemguin_lunge_kong: 0xDC3160,
LocationName.buzzer_barrage_kong: 0xDC3164,
LocationName.kong_fused_cliffs_kong: 0xDC3168,
LocationName.floodlit_fish_kong: 0xDC316C,
LocationName.pothole_panic_kong: 0xDC3170,
LocationName.ropey_rumpus_kong: 0xDC3174,
LocationName.konveyor_rope_clash_kong: 0xDC3178,
LocationName.creepy_caverns_kong: 0xDC317C,
LocationName.lightning_lookout_kong: 0xDC3180,
LocationName.koindozer_klamber_kong: 0xDC3184,
LocationName.poisonous_pipeline_kong: 0xDC3188,
LocationName.stampede_sprint_kong: 0xDC318C,
LocationName.criss_cross_cliffs_kong: 0xDC3191,
LocationName.tyrant_twin_tussle_kong: 0xDC3195,
LocationName.swoopy_salvo_kong: 0xDC319A,
}
boss_location_table = {
LocationName.belchas_barn: 0xDC30A1,
LocationName.arichs_ambush: 0xDC30A2,
LocationName.squirts_showdown: 0xDC30A3,
LocationName.kaos_karnage: 0xDC30A4,
LocationName.bleaks_house: 0xDC30A5,
LocationName.barboss_barrier: 0xDC30A6,
LocationName.kastle_kaos: 0xDC30A7,
LocationName.knautilus: 0xDC30A8,
}
secret_cave_location_table = {
LocationName.belchas_burrow: 0xDC30A9,
LocationName.kong_cave: 0xDC30AA,
LocationName.undercover_cove: 0xDC30AB,
LocationName.ks_cache: 0xDC30AC,
LocationName.hill_top_hoard: 0xDC30AD,
LocationName.bounty_beach: 0xDC30AE,
LocationName.smugglers_cove: 0xDC30AF,
LocationName.arichs_hoard: 0xDC30B0,
LocationName.bounty_bay: 0xDC30B1,
LocationName.sky_high_secret: 0xDC30B2,
LocationName.glacial_grotto: 0xDC30B3,
LocationName.cifftop_cache: 0xDC30B4,
LocationName.sewer_stockpile: 0xDC30B5,
LocationName.banana_bird_mother: 0xDC30B6,
}
brothers_bear_location_table = {
LocationName.bazaars_general_store_1: 0xDC30B7,
LocationName.bazaars_general_store_2: 0xDC30B8,
LocationName.brambles_bungalow: 0xDC30B9,
LocationName.flower_spot: 0xDC30BA,
LocationName.barters_swap_shop: 0xDC30BB,
LocationName.barnacles_island: 0xDC30BC,
LocationName.blues_beach_hut: 0xDC30BD,
LocationName.blizzards_basecamp: 0xDC30BE,
}
all_locations = {
**level_location_table,
**boss_location_table,
**secret_cave_location_table,
**brothers_bear_location_table,
**kong_location_table,
}
location_table = {}
def setup_locations(world: World):
location_table = {**level_location_table, **boss_location_table, **secret_cave_location_table}
if False:#world.options.include_trade_sequence:
location_table.update({**brothers_bear_location_table})
if world.options.kongsanity:
location_table.update({**kong_location_table})
return location_table
lookup_id_to_name: typing.Dict[int, str] = {id: name for name, _ in all_locations.items()}

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# Junk Definitions
one_up_balloon = "1-Up Balloon"
bear_coin = "Bear Coin"
# Collectable Definitions
bonus_coin = "Bonus Coin"
dk_coin = "DK Coin"
banana_bird = "Banana Bird"
krematoa_cog = "Krematoa Cog"
# Inventory Definitions
progressive_boat = "Progressive Boat Upgrade"
present = "Present"
bowling_ball = "Bowling Ball"
shell = "Shell"
mirror = "Mirror"
flower = "Flupperius Petallus Pongus"
wrench = "No. 6 Wrench"
# Other Definitions
victory = "Donkey Kong"

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# Level Definitions
lakeside_limbo_flag = "Lakeside Limbo - Flag"
lakeside_limbo_kong = "Lakeside Limbo - KONG"
lakeside_limbo_bonus_1 = "Lakeside Limbo - Bonus 1"
lakeside_limbo_bonus_2 = "Lakeside Limbo - Bonus 2"
lakeside_limbo_dk = "Lakeside Limbo - DK Coin"
doorstop_dash_flag = "Doorstop Dash - Flag"
doorstop_dash_kong = "Doorstop Dash - KONG"
doorstop_dash_bonus_1 = "Doorstop Dash - Bonus 1"
doorstop_dash_bonus_2 = "Doorstop Dash - Bonus 2"
doorstop_dash_dk = "Doorstop Dash - DK Coin"
tidal_trouble_flag = "Tidal Trouble - Flag"
tidal_trouble_kong = "Tidal Trouble - KONG"
tidal_trouble_bonus_1 = "Tidal Trouble - Bonus 1"
tidal_trouble_bonus_2 = "Tidal Trouble - Bonus 2"
tidal_trouble_dk = "Tidal Trouble - DK Coin"
skiddas_row_flag = "Skidda's Row - Flag"
skiddas_row_kong = "Skidda's Row - KONG"
skiddas_row_bonus_1 = "Skidda's Row - Bonus 1"
skiddas_row_bonus_2 = "Skidda's Row - Bonus 2"
skiddas_row_dk = "Skidda's Row - DK Coin"
murky_mill_flag = "Murky Mill - Flag"
murky_mill_kong = "Murky Mill - KONG"
murky_mill_bonus_1 = "Murky Mill - Bonus 1"
murky_mill_bonus_2 = "Murky Mill - Bonus 2"
murky_mill_dk = "Murky Mill - DK Coin"
barrel_shield_bust_up_flag = "Barrel Shield Bust-Up - Flag"
barrel_shield_bust_up_kong = "Barrel Shield Bust-Up - KONG"
barrel_shield_bust_up_bonus_1 = "Barrel Shield Bust-Up - Bonus 1"
barrel_shield_bust_up_bonus_2 = "Barrel Shield Bust-Up - Bonus 2"
barrel_shield_bust_up_dk = "Barrel Shield Bust-Up - DK Coin"
riverside_race_flag = "Riverside Race - Flag"
riverside_race_kong = "Riverside Race - KONG"
riverside_race_bonus_1 = "Riverside Race - Bonus 1"
riverside_race_bonus_2 = "Riverside Race - Bonus 2"
riverside_race_dk = "Riverside Race - DK Coin"
squeals_on_wheels_flag = "Squeals On Wheels - Flag"
squeals_on_wheels_kong = "Squeals On Wheels - KONG"
squeals_on_wheels_bonus_1 = "Squeals On Wheels - Bonus 1"
squeals_on_wheels_bonus_2 = "Squeals On Wheels - Bonus 2"
squeals_on_wheels_dk = "Squeals On Wheels - DK Coin"
springin_spiders_flag = "Springin' Spiders - Flag"
springin_spiders_kong = "Springin' Spiders - KONG"
springin_spiders_bonus_1 = "Springin' Spiders - Bonus 1"
springin_spiders_bonus_2 = "Springin' Spiders - Bonus 2"
springin_spiders_dk = "Springin' Spiders - DK Coin"
bobbing_barrel_brawl_flag = "Bobbing Barrel Brawl - Flag"
bobbing_barrel_brawl_kong = "Bobbing Barrel Brawl - KONG"
bobbing_barrel_brawl_bonus_1 = "Bobbing Barrel Brawl - Bonus 1"
bobbing_barrel_brawl_bonus_2 = "Bobbing Barrel Brawl - Bonus 2"
bobbing_barrel_brawl_dk = "Bobbing Barrel Brawl - DK Coin"
bazzas_blockade_flag = "Bazza's Blockade - Flag"
bazzas_blockade_kong = "Bazza's Blockade - KONG"
bazzas_blockade_bonus_1 = "Bazza's Blockade - Bonus 1"
bazzas_blockade_bonus_2 = "Bazza's Blockade - Bonus 2"
bazzas_blockade_dk = "Bazza's Blockade - DK Coin"
rocket_barrel_ride_flag = "Rocket Barrel Ride - Flag"
rocket_barrel_ride_kong = "Rocket Barrel Ride - KONG"
rocket_barrel_ride_bonus_1 = "Rocket Barrel Ride - Bonus 1"
rocket_barrel_ride_bonus_2 = "Rocket Barrel Ride - Bonus 2"
rocket_barrel_ride_dk = "Rocket Barrel Ride - DK Coin"
kreeping_klasps_flag = "Kreeping Klasps - Flag"
kreeping_klasps_kong = "Kreeping Klasps - KONG"
kreeping_klasps_bonus_1 = "Kreeping Klasps - Bonus 1"
kreeping_klasps_bonus_2 = "Kreeping Klasps - Bonus 2"
kreeping_klasps_dk = "Kreeping Klasps - DK Coin"
tracker_barrel_trek_flag = "Tracker Barrel Trek - Flag"
tracker_barrel_trek_kong = "Tracker Barrel Trek - KONG"
tracker_barrel_trek_bonus_1 = "Tracker Barrel Trek - Bonus 1"
tracker_barrel_trek_bonus_2 = "Tracker Barrel Trek - Bonus 2"
tracker_barrel_trek_dk = "Tracker Barrel Trek - DK Coin"
fish_food_frenzy_flag = "Fish Food Frenzy - Flag"
fish_food_frenzy_kong = "Fish Food Frenzy - KONG"
fish_food_frenzy_bonus_1 = "Fish Food Frenzy - Bonus 1"
fish_food_frenzy_bonus_2 = "Fish Food Frenzy - Bonus 2"
fish_food_frenzy_dk = "Fish Food Frenzy - DK Coin"
fire_ball_frenzy_flag = "Fire-Ball Frenzy - Flag"
fire_ball_frenzy_kong = "Fire-Ball Frenzy - KONG"
fire_ball_frenzy_bonus_1 = "Fire-Ball Frenzy - Bonus 1"
fire_ball_frenzy_bonus_2 = "Fire-Ball Frenzy - Bonus 2"
fire_ball_frenzy_dk = "Fire-Ball Frenzy - DK Coin"
demolition_drain_pipe_flag = "Demolition Drain-Pipe - Flag"
demolition_drain_pipe_kong = "Demolition Drain-Pipe - KONG"
demolition_drain_pipe_bonus_1 = "Demolition Drain-Pipe - Bonus 1"
demolition_drain_pipe_bonus_2 = "Demolition Drain-Pipe - Bonus 2"
demolition_drain_pipe_dk = "Demolition Drain-Pipe - DK Coin"
ripsaw_rage_flag = "Ripsaw Rage - Flag"
ripsaw_rage_kong = "Ripsaw Rage - KONG"
ripsaw_rage_bonus_1 = "Ripsaw Rage - Bonus 1"
ripsaw_rage_bonus_2 = "Ripsaw Rage - Bonus 2"
ripsaw_rage_dk = "Ripsaw Rage - DK Coin"
blazing_bazookas_flag = "Blazing Bazukas - Flag"
blazing_bazookas_kong = "Blazing Bazukas - KONG"
blazing_bazookas_bonus_1 = "Blazing Bazukas - Bonus 1"
blazing_bazookas_bonus_2 = "Blazing Bazukas - Bonus 2"
blazing_bazookas_dk = "Blazing Bazukas - DK Coin"
low_g_labyrinth_flag = "Low-G Labyrinth - Flag"
low_g_labyrinth_kong = "Low-G Labyrinth - KONG"
low_g_labyrinth_bonus_1 = "Low-G Labyrinth - Bonus 1"
low_g_labyrinth_bonus_2 = "Low-G Labyrinth - Bonus 2"
low_g_labyrinth_dk = "Low-G Labyrinth - DK Coin"
krevice_kreepers_flag = "Krevice Kreepers - Flag"
krevice_kreepers_kong = "Krevice Kreepers - KONG"
krevice_kreepers_bonus_1 = "Krevice Kreepers - Bonus 1"
krevice_kreepers_bonus_2 = "Krevice Kreepers - Bonus 2"
krevice_kreepers_dk = "Krevice Kreepers - DK Coin"
tearaway_toboggan_flag = "Tearaway Toboggan - Flag"
tearaway_toboggan_kong = "Tearaway Toboggan - KONG"
tearaway_toboggan_bonus_1 = "Tearaway Toboggan - Bonus 1"
tearaway_toboggan_bonus_2 = "Tearaway Toboggan - Bonus 2"
tearaway_toboggan_dk = "Tearaway Toboggan - DK Coin"
barrel_drop_bounce_flag = "Barrel Drop Bounce - Flag"
barrel_drop_bounce_kong = "Barrel Drop Bounce - KONG"
barrel_drop_bounce_bonus_1 = "Barrel Drop Bounce - Bonus 1"
barrel_drop_bounce_bonus_2 = "Barrel Drop Bounce - Bonus 2"
barrel_drop_bounce_dk = "Barrel Drop Bounce - DK Coin"
krack_shot_kroc_flag = "Krack-Shot Kroc - Flag"
krack_shot_kroc_kong = "Krack-Shot Kroc - KONG"
krack_shot_kroc_bonus_1 = "Krack-Shot Kroc - Bonus 1"
krack_shot_kroc_bonus_2 = "Krack-Shot Kroc - Bonus 2"
krack_shot_kroc_dk = "Krack-Shot Kroc - DK Coin"
lemguin_lunge_flag = "Lemguin Lunge - Flag"
lemguin_lunge_kong = "Lemguin Lunge - KONG"
lemguin_lunge_bonus_1 = "Lemguin Lunge - Bonus 1"
lemguin_lunge_bonus_2 = "Lemguin Lunge - Bonus 2"
lemguin_lunge_dk = "Lemguin Lunge - DK Coin"
buzzer_barrage_flag = "Buzzer Barrage - Flag"
buzzer_barrage_kong = "Buzzer Barrage - KONG"
buzzer_barrage_bonus_1 = "Buzzer Barrage - Bonus 1"
buzzer_barrage_bonus_2 = "Buzzer Barrage - Bonus 2"
buzzer_barrage_dk = "Buzzer Barrage - DK Coin"
kong_fused_cliffs_flag = "Kong-Fused Cliffs - Flag"
kong_fused_cliffs_kong = "Kong-Fused Cliffs - KONG"
kong_fused_cliffs_bonus_1 = "Kong-Fused Cliffs - Bonus 1"
kong_fused_cliffs_bonus_2 = "Kong-Fused Cliffs - Bonus 2"
kong_fused_cliffs_dk = "Kong-Fused Cliffs - DK Coin"
floodlit_fish_flag = "Floodlit Fish - Flag"
floodlit_fish_kong = "Floodlit Fish - KONG"
floodlit_fish_bonus_1 = "Floodlit Fish - Bonus 1"
floodlit_fish_bonus_2 = "Floodlit Fish - Bonus 2"
floodlit_fish_dk = "Floodlit Fish - DK Coin"
pothole_panic_flag = "Pothole Panic - Flag"
pothole_panic_kong = "Pothole Panic - KONG"
pothole_panic_bonus_1 = "Pothole Panic - Bonus 1"
pothole_panic_bonus_2 = "Pothole Panic - Bonus 2"
pothole_panic_dk = "Pothole Panic - DK Coin"
ropey_rumpus_flag = "Ropey Rumpus - Flag"
ropey_rumpus_kong = "Ropey Rumpus - KONG"
ropey_rumpus_bonus_1 = "Ropey Rumpus - Bonus 1"
ropey_rumpus_bonus_2 = "Ropey Rumpus - Bonus 2"
ropey_rumpus_dk = "Ropey Rumpus - DK Coin"
konveyor_rope_clash_flag = "Konveyor Rope Klash - Flag"
konveyor_rope_clash_kong = "Konveyor Rope Klash - KONG"
konveyor_rope_clash_bonus_1 = "Konveyor Rope Klash - Bonus 1"
konveyor_rope_clash_bonus_2 = "Konveyor Rope Klash - Bonus 2"
konveyor_rope_clash_dk = "Konveyor Rope Klash - DK Coin"
creepy_caverns_flag = "Creepy Caverns - Flag"
creepy_caverns_kong = "Creepy Caverns - KONG"
creepy_caverns_bonus_1 = "Creepy Caverns - Bonus 1"
creepy_caverns_bonus_2 = "Creepy Caverns - Bonus 2"
creepy_caverns_dk = "Creepy Caverns - DK Coin"
lightning_lookout_flag = "Lightning Lookout - Flag"
lightning_lookout_kong = "Lightning Lookout - KONG"
lightning_lookout_bonus_1 = "Lightning Lookout - Bonus 1"
lightning_lookout_bonus_2 = "Lightning Lookout - Bonus 2"
lightning_lookout_dk = "Lightning Lookout - DK Coin"
koindozer_klamber_flag = "Koindozer Klamber - Flag"
koindozer_klamber_kong = "Koindozer Klamber - KONG"
koindozer_klamber_bonus_1 = "Koindozer Klamber - Bonus 1"
koindozer_klamber_bonus_2 = "Koindozer Klamber - Bonus 2"
koindozer_klamber_dk = "Koindozer Klamber - DK Coin"
poisonous_pipeline_flag = "Poisonous Pipeline - Flag"
poisonous_pipeline_kong = "Poisonous Pipeline - KONG"
poisonous_pipeline_bonus_1 = "Poisonous Pipeline - Bonus 1"
poisonous_pipeline_bonus_2 = "Poisonous Pipeline - Bonus 2"
poisonous_pipeline_dk = "Poisonous Pipeline - DK Coin"
stampede_sprint_flag = "Stampede Sprint - Flag"
stampede_sprint_kong = "Stampede Sprint - KONG"
stampede_sprint_bonus_1 = "Stampede Sprint - Bonus 1"
stampede_sprint_bonus_2 = "Stampede Sprint - Bonus 2"
stampede_sprint_bonus_3 = "Stampede Sprint - Bonus 3"
stampede_sprint_dk = "Stampede Sprint - DK Coin"
criss_cross_cliffs_flag = "Criss Kross Cliffs - Flag"
criss_cross_cliffs_kong = "Criss Kross Cliffs - KONG"
criss_cross_cliffs_bonus_1 = "Criss Kross Cliffs - Bonus 1"
criss_cross_cliffs_bonus_2 = "Criss Kross Cliffs - Bonus 2"
criss_cross_cliffs_dk = "Criss Kross Cliffs - DK Coin"
tyrant_twin_tussle_flag = "Tyrant Twin Tussle - Flag"
tyrant_twin_tussle_kong = "Tyrant Twin Tussle - KONG"
tyrant_twin_tussle_bonus_1 = "Tyrant Twin Tussle - Bonus 1"
tyrant_twin_tussle_bonus_2 = "Tyrant Twin Tussle - Bonus 2"
tyrant_twin_tussle_bonus_3 = "Tyrant Twin Tussle - Bonus 3"
tyrant_twin_tussle_dk = "Tyrant Twin Tussle - DK Coin"
swoopy_salvo_flag = "Swoopy Salvo - Flag"
swoopy_salvo_kong = "Swoopy Salvo - KONG"
swoopy_salvo_bonus_1 = "Swoopy Salvo - Bonus 1"
swoopy_salvo_bonus_2 = "Swoopy Salvo - Bonus 2"
swoopy_salvo_bonus_3 = "Swoopy Salvo - Bonus 3"
swoopy_salvo_dk = "Swoopy Salvo - DK Coin"
rocket_rush_flag = "Rocket Rush - Flag"
rocket_rush_dk = "Rocket Rush - DK Coin"
# Boss Definitions
belchas_barn = "Belcha's Barn"
arichs_ambush = "Arich's Ambush"
squirts_showdown = "Squirt's Showdown"
kaos_karnage = "KAOS Karnage"
bleaks_house = "Bleak's House"
barboss_barrier = "Barbos's Barrier"
kastle_kaos = "Kastle KAOS"
knautilus = "Knautilus"
# Banana Bird Cave Definitions
belchas_burrow = "Belcha's Burrow"
kong_cave = "Kong Cave"
undercover_cove = "Undercover Cove"
ks_cache = "K's Cache"
hill_top_hoard = "Hill-Top Hoard"
bounty_beach = "Bounty Beach"
smugglers_cove = "Smuggler's Cove"
arichs_hoard = "Arich's Hoard"
bounty_bay = "Bounty Bay"
sky_high_secret = "Sky-High Secret"
glacial_grotto = "Glacial Grotto"
cifftop_cache = "Clifftop Cache"
sewer_stockpile = "Sewer Stockpile"
banana_bird_mother = "Banana Bird Mother"
# Brothers Bear Definitions
bazaars_general_store_1 = "Bazaar's General Store - 1"
bazaars_general_store_2 = "Bazaar's General Store - 2"
brambles_bungalow = "Bramble's Bungalow"
flower_spot = "Flower Spot"
barters_swap_shop = "Barter's Swap Shop"
barnacles_island = "Barnacle's Island"
blues_beach_hut = "Blue's Beach Hut"
blizzards_basecamp = "Bizzard's Basecamp"
# Region Definitions
menu_region = "Menu"
overworld_1_region = "Overworld 1"
overworld_2_region = "Overworld 2"
overworld_3_region = "Overworld 3"
overworld_4_region = "Overworld 4"
bazaar_region = "Bazaar's General Store Region"
bramble_region = "Bramble's Bungalow Region"
flower_spot_region = "Flower Spot Region"
barter_region = "Barter's Swap Shop Region"
barnacle_region = "Barnacle's Island Region"
blue_region = "Blue's Beach Hut Region"
blizzard_region = "Bizzard's Basecamp Region"
lake_orangatanga_region = "Lake Orangatanga"
kremwood_forest_region = "Kremwood Forest"
cotton_top_cove_region = "Cotton-Top Cove"
mekanos_region = "Mekanos"
k3_region = "K3"
razor_ridge_region = "Razor Ridge"
kaos_kore_region = "KAOS Kore"
krematoa_region = "Krematoa"
belchas_barn_region = "Belcha's Barn Region"
arichs_ambush_region = "Arich's Ambush Region"
squirts_showdown_region = "Squirt's Showdown Region"
kaos_karnage_region = "KAOS Karnage Region"
bleaks_house_region = "Bleak's House Region"
barboss_barrier_region = "Barbos's Barrier Region"
kastle_kaos_region = "Kastle KAOS Region"
knautilus_region = "Knautilus Region"
belchas_burrow_region = "Belcha's Burrow Region"
kong_cave_region = "Kong Cave Region"
undercover_cove_region = "Undercover Cove Region"
ks_cache_region = "K's Cache Region"
hill_top_hoard_region = "Hill-Top Hoard Region"
bounty_beach_region = "Bounty Beach Region"
smugglers_cove_region = "Smuggler's Cove Region"
arichs_hoard_region = "Arich's Hoard Region"
bounty_bay_region = "Bounty Bay Region"
sky_high_secret_region = "Sky-High Secret Region"
glacial_grotto_region = "Glacial Grotto Region"
cifftop_cache_region = "Clifftop Cache Region"
sewer_stockpile_region = "Sewer Stockpile Region"
lakeside_limbo_region = "Lakeside Limbo"
doorstop_dash_region = "Doorstop Dash"
tidal_trouble_region = "Tidal Trouble"
skiddas_row_region = "Skidda's Row"
murky_mill_region = "Murky Mill"
barrel_shield_bust_up_region = "Barrel Shield Bust-Up"
riverside_race_region = "Riverside Race"
squeals_on_wheels_region = "Squeals On Wheels"
springin_spiders_region = "Springin' Spiders"
bobbing_barrel_brawl_region = "Bobbing Barrel Brawl"
bazzas_blockade_region = "Bazza's Blockade"
rocket_barrel_ride_region = "Rocket Barrel Ride"
kreeping_klasps_region = "Kreeping Klasps"
tracker_barrel_trek_region = "Tracker Barrel Trek"
fish_food_frenzy_region = "Fish Food Frenzy"
fire_ball_frenzy_region = "Fire-Ball Frenzy"
demolition_drain_pipe_region = "Demolition Drain-Pipe"
ripsaw_rage_region = "Ripsaw Rage"
blazing_bazookas_region = "Blazing Bazukas"
low_g_labyrinth_region = "Low-G Labyrinth"
krevice_kreepers_region = "Krevice Kreepers"
tearaway_toboggan_region = "Tearaway Toboggan"
barrel_drop_bounce_region = "Barrel Drop Bounce"
krack_shot_kroc_region = "Krack-Shot Kroc"
lemguin_lunge_region = "Lemguin Lunge"
buzzer_barrage_region = "Buzzer Barrage"
kong_fused_cliffs_region = "Kong-Fused Cliffs"
floodlit_fish_region = "Floodlit Fish"
pothole_panic_region = "Pothole Panic"
ropey_rumpus_region = "Ropey Rumpus"
konveyor_rope_clash_region = "Konveyor Rope Klash"
creepy_caverns_region = "Creepy Caverns"
lightning_lookout_region = "Lightning Lookout"
koindozer_klamber_region = "Koindozer Klamber"
poisonous_pipeline_region = "Poisonous Pipeline"
stampede_sprint_region = "Stampede Sprint"
criss_cross_cliffs_region = "Criss Kross Cliffs"
tyrant_twin_tussle_region = "Tyrant Twin Tussle"
swoopy_salvo_region = "Swoopy Salvo"
rocket_rush_region = "Rocket Rush"

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