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418 changed files with 15914 additions and 9712 deletions

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@@ -65,7 +65,7 @@ jobs:
continue-on-error: false
if: env.diff != '' && matrix.task == 'flake8'
run: |
flake8 --count --select=E9,F63,F7,F82 --ignore F824 --show-source --statistics ${{ env.diff }}
flake8 --count --select=E9,F63,F7,F82 --show-source --statistics ${{ env.diff }}
- name: "flake8: Lint modified files"
continue-on-error: true

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@@ -21,17 +21,12 @@ env:
ENEMIZER_VERSION: 7.1
APPIMAGETOOL_VERSION: 13
permissions: # permissions required for attestation
id-token: 'write'
attestations: 'write'
jobs:
# build-release-macos: # LF volunteer
build-win: # RCs and releases may still be built and signed by hand
build-win: # RCs will still be built and signed by hand
runs-on: windows-latest
steps:
# - copy code below to release.yml -
- uses: actions/checkout@v4
- name: Install python
uses: actions/setup-python@v5
@@ -70,18 +65,6 @@ jobs:
$contents = Get-ChildItem -Path setups/*.exe -Force -Recurse
$SETUP_NAME=$contents[0].Name
echo "SETUP_NAME=$SETUP_NAME" >> $Env:GITHUB_ENV
# - copy code above to release.yml -
- name: Attest Build
if: ${{ github.event_name == 'workflow_dispatch' }}
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher.exe
build/exe.*/ArchipelagoLauncherDebug.exe
build/exe.*/ArchipelagoGenerate.exe
build/exe.*/ArchipelagoServer.exe
dist/${{ env.ZIP_NAME }}
setups/${{ env.SETUP_NAME }}
- name: Check build loads expected worlds
shell: bash
run: |
@@ -116,8 +99,8 @@ jobs:
if-no-files-found: error
retention-days: 7 # keep for 7 days, should be enough
build-ubuntu2204:
runs-on: ubuntu-22.04
build-ubuntu2004:
runs-on: ubuntu-20.04
steps:
# - copy code below to release.yml -
- uses: actions/checkout@v4
@@ -159,16 +142,6 @@ jobs:
echo "APPIMAGE_NAME=$APPIMAGE_NAME" >> $GITHUB_ENV
echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV
# - copy code above to release.yml -
- name: Attest Build
if: ${{ github.event_name == 'workflow_dispatch' }}
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher
build/exe.*/ArchipelagoGenerate
build/exe.*/ArchipelagoServer
dist/${{ env.APPIMAGE_NAME }}*
dist/${{ env.TAR_NAME }}
- name: Build Again
run: |
source venv/bin/activate

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@@ -11,11 +11,6 @@ env:
ENEMIZER_VERSION: 7.1
APPIMAGETOOL_VERSION: 13
permissions: # permissions required for attestation
id-token: 'write'
attestations: 'write'
contents: 'write' # additionally required for release
jobs:
create-release:
runs-on: ubuntu-latest
@@ -31,79 +26,11 @@ jobs:
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# build-release-windows: # this is done by hand because of signing
# build-release-macos: # LF volunteer
build-release-win:
runs-on: windows-latest
if: ${{ true }} # change to false to skip if release is built by hand
needs: create-release
steps:
- name: Set env
shell: bash
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
# - code below copied from build.yml -
- uses: actions/checkout@v4
- name: Install python
uses: actions/setup-python@v5
with:
python-version: '~3.12.7'
check-latest: true
- name: Download run-time dependencies
run: |
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/${Env:ENEMIZER_VERSION}/win-x64.zip -OutFile enemizer.zip
Expand-Archive -Path enemizer.zip -DestinationPath EnemizerCLI -Force
choco install innosetup --version=6.2.2 --allow-downgrade
- name: Build
run: |
python -m pip install --upgrade pip
python setup.py build_exe --yes
if ( $? -eq $false ) {
Write-Error "setup.py failed!"
exit 1
}
$NAME="$(ls build | Select-String -Pattern 'exe')".Split('.',2)[1]
$ZIP_NAME="Archipelago_$NAME.7z"
echo "$NAME -> $ZIP_NAME"
echo "ZIP_NAME=$ZIP_NAME" >> $Env:GITHUB_ENV
New-Item -Path dist -ItemType Directory -Force
cd build
Rename-Item "exe.$NAME" Archipelago
7z a -mx=9 -mhe=on -ms "../dist/$ZIP_NAME" Archipelago
Rename-Item Archipelago "exe.$NAME" # inno_setup.iss expects the original name
- name: Build Setup
run: |
& "${env:ProgramFiles(x86)}\Inno Setup 6\iscc.exe" inno_setup.iss /DNO_SIGNTOOL
if ( $? -eq $false ) {
Write-Error "Building setup failed!"
exit 1
}
$contents = Get-ChildItem -Path setups/*.exe -Force -Recurse
$SETUP_NAME=$contents[0].Name
echo "SETUP_NAME=$SETUP_NAME" >> $Env:GITHUB_ENV
# - code above copied from build.yml -
- name: Attest Build
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher.exe
build/exe.*/ArchipelagoLauncherDebug.exe
build/exe.*/ArchipelagoGenerate.exe
build/exe.*/ArchipelagoServer.exe
setups/*
- name: Add to Release
uses: softprops/action-gh-release@975c1b265e11dd76618af1c374e7981f9a6ff44a
with:
draft: true # see above
prerelease: false
name: Archipelago ${{ env.RELEASE_VERSION }}
files: |
setups/*
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
build-release-ubuntu2204:
runs-on: ubuntu-22.04
needs: create-release
build-release-ubuntu2004:
runs-on: ubuntu-20.04
steps:
- name: Set env
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
@@ -147,14 +74,6 @@ jobs:
echo "APPIMAGE_NAME=$APPIMAGE_NAME" >> $GITHUB_ENV
echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV
# - code above copied from build.yml -
- name: Attest Build
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher
build/exe.*/ArchipelagoGenerate
build/exe.*/ArchipelagoServer
dist/*
- name: Add to Release
uses: softprops/action-gh-release@975c1b265e11dd76618af1c374e7981f9a6ff44a
with:

View File

@@ -1,4 +1,3 @@
import sys
from worlds.ahit.Client import launch
import Utils
import ModuleUpdate
@@ -6,4 +5,4 @@ ModuleUpdate.update()
if __name__ == "__main__":
Utils.init_logging("AHITClient", exception_logger="Client")
launch(*sys.argv[1:])
launch()

View File

@@ -9,9 +9,8 @@ from argparse import Namespace
from collections import Counter, deque
from collections.abc import Collection, MutableSequence
from enum import IntEnum, IntFlag
from typing import (AbstractSet, Any, Callable, ClassVar, Dict, Iterable, Iterator, List, Literal, Mapping, NamedTuple,
from typing import (AbstractSet, Any, Callable, ClassVar, Dict, Iterable, Iterator, List, Mapping, NamedTuple,
Optional, Protocol, Set, Tuple, Union, TYPE_CHECKING)
import dataclasses
from typing_extensions import NotRequired, TypedDict
@@ -55,21 +54,12 @@ class HasNameAndPlayer(Protocol):
player: int
@dataclasses.dataclass
class PlandoItemBlock:
player: int
from_pool: bool
force: bool | Literal["silent"]
worlds: set[int] = dataclasses.field(default_factory=set)
items: list[str] = dataclasses.field(default_factory=list)
locations: list[str] = dataclasses.field(default_factory=list)
resolved_locations: list[Location] = dataclasses.field(default_factory=list)
count: dict[str, int] = dataclasses.field(default_factory=dict)
class MultiWorld():
debug_types = False
player_name: Dict[int, str]
plando_texts: List[Dict[str, str]]
plando_items: List[List[Dict[str, Any]]]
plando_connections: List
worlds: Dict[int, "AutoWorld.World"]
groups: Dict[int, Group]
regions: RegionManager
@@ -93,8 +83,6 @@ class MultiWorld():
start_location_hints: Dict[int, Options.StartLocationHints]
item_links: Dict[int, Options.ItemLinks]
plando_item_blocks: Dict[int, List[PlandoItemBlock]]
game: Dict[int, str]
random: random.Random
@@ -172,12 +160,13 @@ class MultiWorld():
self.local_early_items = {player: {} for player in self.player_ids}
self.indirect_connections = {}
self.start_inventory_from_pool: Dict[int, Options.StartInventoryPool] = {}
self.plando_item_blocks = {}
for player in range(1, players + 1):
def set_player_attr(attr: str, val) -> None:
self.__dict__.setdefault(attr, {})[player] = val
set_player_attr('plando_item_blocks', [])
set_player_attr('plando_items', [])
set_player_attr('plando_texts', {})
set_player_attr('plando_connections', [])
set_player_attr('game', "Archipelago")
set_player_attr('completion_condition', lambda state: True)
self.worlds = {}
@@ -234,7 +223,7 @@ class MultiWorld():
AutoWorld.AutoWorldRegister.world_types[self.game[player]].options_dataclass.type_hints}
for option_key in all_keys:
option = Utils.DeprecateDict(f"Getting options from multiworld is now deprecated. "
f"Please use `self.options.{option_key}` instead.", True)
f"Please use `self.options.{option_key}` instead.")
option.update(getattr(args, option_key, {}))
setattr(self, option_key, option)
@@ -438,8 +427,7 @@ class MultiWorld():
def get_location(self, location_name: str, player: int) -> Location:
return self.regions.location_cache[player][location_name]
def get_all_state(self, use_cache: bool, allow_partial_entrances: bool = False,
collect_pre_fill_items: bool = True) -> CollectionState:
def get_all_state(self, use_cache: bool, allow_partial_entrances: bool = False) -> CollectionState:
cached = getattr(self, "_all_state", None)
if use_cache and cached:
return cached.copy()
@@ -448,11 +436,10 @@ class MultiWorld():
for item in self.itempool:
self.worlds[item.player].collect(ret, item)
if collect_pre_fill_items:
for player in self.player_ids:
subworld = self.worlds[player]
for item in subworld.get_pre_fill_items():
subworld.collect(ret, item)
for player in self.player_ids:
subworld = self.worlds[player]
for item in subworld.get_pre_fill_items():
subworld.collect(ret, item)
ret.sweep_for_advancements()
if use_cache:
@@ -629,7 +616,7 @@ class MultiWorld():
locations: Set[Location] = set()
events: Set[Location] = set()
for location in self.get_filled_locations():
if type(location.item.code) is int and type(location.address) is int:
if type(location.item.code) is int:
locations.add(location)
else:
events.add(location)
@@ -1035,6 +1022,9 @@ class Entrance:
connected_region: Optional[Region] = None
randomization_group: int
randomization_type: EntranceType
# LttP specific, TODO: should make a LttPEntrance
addresses = None
target = None
def __init__(self, player: int, name: str = "", parent: Optional[Region] = None,
randomization_group: int = 0, randomization_type: EntranceType = EntranceType.ONE_WAY) -> None:
@@ -1053,8 +1043,10 @@ class Entrance:
return False
def connect(self, region: Region) -> None:
def connect(self, region: Region, addresses: Any = None, target: Any = None) -> None:
self.connected_region = region
self.target = target
self.addresses = addresses
region.entrances.append(self)
def is_valid_source_transition(self, er_state: "ERPlacementState") -> bool:
@@ -1114,9 +1106,6 @@ class Region:
def __len__(self) -> int:
return self._list.__len__()
def __iter__(self):
return iter(self._list)
# This seems to not be needed, but that's a bit suspicious.
# def __del__(self):
# self.clear()
@@ -1211,48 +1200,6 @@ class Region:
for location, address in locations.items():
self.locations.append(location_type(self.player, location, address, self))
def add_event(
self,
location_name: str,
item_name: str | None = None,
rule: Callable[[CollectionState], bool] | None = None,
location_type: type[Location] | None = None,
item_type: type[Item] | None = None,
show_in_spoiler: bool = True,
) -> Item:
"""
Adds an event location/item pair to the region.
:param location_name: Name for the event location.
:param item_name: Name for the event item. If not provided, defaults to location_name.
:param rule: Callable to determine access for this event location within its region.
:param location_type: Location class to create the event location with. Defaults to BaseClasses.Location.
:param item_type: Item class to create the event item with. Defaults to BaseClasses.Item.
:param show_in_spoiler: Will be passed along to the created event Location's show_in_spoiler attribute.
:return: The created Event Item
"""
if location_type is None:
location_type = Location
if item_name is None:
item_name = location_name
if item_type is None:
item_type = Item
event_location = location_type(self.player, location_name, None, self)
event_location.show_in_spoiler = show_in_spoiler
if rule is not None:
event_location.access_rule = rule
event_item = item_type(item_name, ItemClassification.progression, None, self.player)
event_location.place_locked_item(event_item)
self.locations.append(event_location)
return event_item
def connect(self, connecting_region: Region, name: Optional[str] = None,
rule: Optional[Callable[[CollectionState], bool]] = None) -> Entrance:
"""
@@ -1363,6 +1310,9 @@ class Location:
multiworld = self.parent_region.multiworld if self.parent_region and self.parent_region.multiworld else None
return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})'
def __hash__(self):
return hash((self.name, self.player))
def __lt__(self, other: Location):
return (self.player, self.name) < (other.player, other.name)
@@ -1466,10 +1416,6 @@ class Item:
def flags(self) -> int:
return self.classification.as_flag()
@property
def is_event(self) -> bool:
return self.code is None
def __eq__(self, other: object) -> bool:
if not isinstance(other, Item):
return NotImplemented

View File

@@ -196,11 +196,25 @@ class CommonContext:
self.lookup_type: typing.Literal["item", "location"] = lookup_type
self._unknown_item: typing.Callable[[int], str] = lambda key: f"Unknown {lookup_type} (ID: {key})"
self._archipelago_lookup: typing.Dict[int, str] = {}
self._flat_store: typing.Dict[int, str] = Utils.KeyedDefaultDict(self._unknown_item)
self._game_store: typing.Dict[str, typing.ChainMap[int, str]] = collections.defaultdict(
lambda: collections.ChainMap(self._archipelago_lookup, Utils.KeyedDefaultDict(self._unknown_item)))
self.warned: bool = False
# noinspection PyTypeChecker
def __getitem__(self, key: str) -> typing.Mapping[int, str]:
# TODO: In a future version (0.6.0?) this should be simplified by removing implicit id lookups support.
if isinstance(key, int):
if not self.warned:
# Use warnings instead of logger to avoid deprecation message from appearing on user side.
self.warned = True
warnings.warn(f"Implicit name lookup by id only is deprecated and only supported to maintain "
f"backwards compatibility for now. If multiple games share the same id for a "
f"{self.lookup_type}, name could be incorrect. Please use "
f"`{self.lookup_type}_names.lookup_in_game()` or "
f"`{self.lookup_type}_names.lookup_in_slot()` instead.")
return self._flat_store[key] # type: ignore
return self._game_store[key]
def __len__(self) -> int:
@@ -240,6 +254,7 @@ class CommonContext:
id_to_name_lookup_table = Utils.KeyedDefaultDict(self._unknown_item)
id_to_name_lookup_table.update({code: name for name, code in name_to_id_lookup_table.items()})
self._game_store[game] = collections.ChainMap(self._archipelago_lookup, id_to_name_lookup_table)
self._flat_store.update(id_to_name_lookup_table) # Only needed for legacy lookup method.
if game == "Archipelago":
# Keep track of the Archipelago data package separately so if it gets updated in a custom datapackage,
# it updates in all chain maps automatically.
@@ -341,6 +356,7 @@ class CommonContext:
self.item_names = self.NameLookupDict(self, "item")
self.location_names = self.NameLookupDict(self, "location")
self.versions = {}
self.checksums = {}
self.jsontotextparser = JSONtoTextParser(self)
@@ -397,8 +413,7 @@ class CommonContext:
await self.server.socket.close()
if self.server_task is not None:
await self.server_task
if self.ui:
self.ui.update_hints()
self.ui.update_hints()
async def send_msgs(self, msgs: typing.List[typing.Any]) -> None:
""" `msgs` JSON serializable """
@@ -555,6 +570,7 @@ class CommonContext:
# DataPackage
async def prepare_data_package(self, relevant_games: typing.Set[str],
remote_date_package_versions: typing.Dict[str, int],
remote_data_package_checksums: typing.Dict[str, str]):
"""Validate that all data is present for the current multiworld.
Download, assimilate and cache missing data from the server."""
@@ -563,26 +579,33 @@ class CommonContext:
needed_updates: typing.Set[str] = set()
for game in relevant_games:
if game not in remote_data_package_checksums:
if game not in remote_date_package_versions and game not in remote_data_package_checksums:
continue
remote_version: int = remote_date_package_versions.get(game, 0)
remote_checksum: typing.Optional[str] = remote_data_package_checksums.get(game)
if not remote_checksum: # custom data package and no checksum for this game
if remote_version == 0 and not remote_checksum: # custom data package and no checksum for this game
needed_updates.add(game)
continue
cached_version: int = self.versions.get(game, 0)
cached_checksum: typing.Optional[str] = self.checksums.get(game)
# no action required if cached version is new enough
if remote_checksum != cached_checksum:
if (not remote_checksum and (remote_version > cached_version or remote_version == 0)) \
or remote_checksum != cached_checksum:
local_version: int = network_data_package["games"].get(game, {}).get("version", 0)
local_checksum: typing.Optional[str] = network_data_package["games"].get(game, {}).get("checksum")
if remote_checksum == local_checksum:
if ((remote_checksum or remote_version <= local_version and remote_version != 0)
and remote_checksum == local_checksum):
self.update_game(network_data_package["games"][game], game)
else:
cached_game = Utils.load_data_package_for_checksum(game, remote_checksum)
cache_version: int = cached_game.get("version", 0)
cache_checksum: typing.Optional[str] = cached_game.get("checksum")
# download remote version if cache is not new enough
if remote_checksum != cache_checksum:
if (not remote_checksum and (remote_version > cache_version or remote_version == 0)) \
or remote_checksum != cache_checksum:
needed_updates.add(game)
else:
self.update_game(cached_game, game)
@@ -592,6 +615,7 @@ class CommonContext:
def update_game(self, game_package: dict, game: str):
self.item_names.update_game(game, game_package["item_name_to_id"])
self.location_names.update_game(game, game_package["location_name_to_id"])
self.versions[game] = game_package.get("version", 0)
self.checksums[game] = game_package.get("checksum")
def update_data_package(self, data_package: dict):
@@ -600,6 +624,9 @@ class CommonContext:
def consume_network_data_package(self, data_package: dict):
self.update_data_package(data_package)
current_cache = Utils.persistent_load().get("datapackage", {}).get("games", {})
current_cache.update(data_package["games"])
Utils.persistent_store("datapackage", "games", current_cache)
logger.info(f"Got new ID/Name DataPackage for {', '.join(data_package['games'])}")
for game, game_data in data_package["games"].items():
Utils.store_data_package_for_checksum(game, game_data)
@@ -862,8 +889,9 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
logger.info(' %s (Player %d)' % (network_player.alias, network_player.slot))
# update data package
data_package_versions = args.get("datapackage_versions", {})
data_package_checksums = args.get("datapackage_checksums", {})
await ctx.prepare_data_package(set(args["games"]), data_package_checksums)
await ctx.prepare_data_package(set(args["games"]), data_package_versions, data_package_checksums)
await ctx.server_auth(args['password'])

12
FactorioClient.py Normal file
View File

@@ -0,0 +1,12 @@
from __future__ import annotations
import ModuleUpdate
ModuleUpdate.update()
from worlds.factorio.Client import check_stdin, launch
import Utils
if __name__ == "__main__":
Utils.init_logging("FactorioClient", exception_logger="Client")
check_stdin()
launch()

370
Fill.py
View File

@@ -4,7 +4,7 @@ import logging
import typing
from collections import Counter, deque
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld, PlandoItemBlock
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld
from Options import Accessibility
from worlds.AutoWorld import call_all
@@ -75,11 +75,9 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
items_to_place.append(reachable_items[next_player].pop())
for item in items_to_place:
# The items added into `reachable_items` are placed starting from the end of each deque in
# `reachable_items`, so the items being placed are more likely to be found towards the end of `item_pool`.
for p, pool_item in enumerate(reversed(item_pool), start=1):
for p, pool_item in enumerate(item_pool):
if pool_item is item:
del item_pool[-p]
item_pool.pop(p)
break
maximum_exploration_state = sweep_from_pool(
@@ -100,7 +98,7 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
# if minimal accessibility, only check whether location is reachable if game not beatable
if multiworld.worlds[item_to_place.player].options.accessibility == Accessibility.option_minimal:
perform_access_check = not multiworld.has_beaten_game(maximum_exploration_state,
item_to_place.player) \
item_to_place.player) \
if single_player_placement else not has_beaten_game
else:
perform_access_check = True
@@ -242,7 +240,7 @@ def remaining_fill(multiworld: MultiWorld,
unplaced_items: typing.List[Item] = []
placements: typing.List[Location] = []
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
total = min(len(itempool), len(locations))
total = min(len(itempool), len(locations))
placed = 0
# Optimisation: Decide whether to do full location.can_fill check (respect excluded), or only check the item rule
@@ -343,19 +341,17 @@ def fast_fill(multiworld: MultiWorld,
def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, locations, pool=[]):
maximum_exploration_state = sweep_from_pool(state, pool)
minimal_players = {player for player in multiworld.player_ids if
multiworld.worlds[player].options.accessibility == "minimal"}
unreachable_locations = [location for location in multiworld.get_locations() if
location.player in minimal_players and
minimal_players = {player for player in multiworld.player_ids if multiworld.worlds[player].options.accessibility == "minimal"}
unreachable_locations = [location for location in multiworld.get_locations() if location.player in minimal_players and
not location.can_reach(maximum_exploration_state)]
for location in unreachable_locations:
if (location.item is not None and location.item.advancement and location.address is not None and not
location.locked and location.item.player not in minimal_players):
pool.append(location.item)
state.remove(location.item)
location.item = None
if location in state.advancements:
state.advancements.remove(location)
state.remove(location.item)
locations.append(location)
if pool and locations:
locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
@@ -367,7 +363,7 @@ def inaccessible_location_rules(multiworld: MultiWorld, state: CollectionState,
unreachable_locations = [location for location in locations if not location.can_reach(maximum_exploration_state)]
if unreachable_locations:
def forbid_important_item_rule(item: Item):
return not ((item.classification & 0b0011) and multiworld.worlds[item.player].options.accessibility != "minimal")
return not ((item.classification & 0b0011) and multiworld.worlds[item.player].options.accessibility != 'minimal')
for location in unreachable_locations:
add_item_rule(location, forbid_important_item_rule)
@@ -504,15 +500,13 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if prioritylocations:
# "priority fill"
maximum_exploration_state = sweep_from_pool(multiworld.state)
fill_restrictive(multiworld, maximum_exploration_state, prioritylocations, progitempool,
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority", one_item_per_player=True, allow_partial=True)
if prioritylocations:
# retry with one_item_per_player off because some priority fills can fail to fill with that optimization
maximum_exploration_state = sweep_from_pool(multiworld.state)
fill_restrictive(multiworld, maximum_exploration_state, prioritylocations, progitempool,
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority Retry", one_item_per_player=False)
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
@@ -520,15 +514,14 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if progitempool:
# "advancement/progression fill"
maximum_exploration_state = sweep_from_pool(multiworld.state)
if panic_method == "swap":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=True,
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=True,
name="Progression", single_player_placement=single_player)
elif panic_method == "raise":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
name="Progression", single_player_placement=single_player)
elif panic_method == "start_inventory":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
allow_partial=True, name="Progression", single_player_placement=single_player)
if progitempool:
for item in progitempool:
@@ -679,9 +672,9 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
if multiworld.worlds[player].options.progression_balancing > 0
}
if not balanceable_players:
logging.info("Skipping multiworld progression balancing.")
logging.info('Skipping multiworld progression balancing.')
else:
logging.info(f"Balancing multiworld progression for {len(balanceable_players)} Players.")
logging.info(f'Balancing multiworld progression for {len(balanceable_players)} Players.')
logging.debug(balanceable_players)
state: CollectionState = CollectionState(multiworld)
checked_locations: typing.Set[Location] = set()
@@ -779,7 +772,7 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
if player in threshold_percentages):
break
elif not balancing_sphere:
raise RuntimeError("Not all required items reachable. Something went terribly wrong here.")
raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
# Gather a set of locations which we can swap items into
unlocked_locations: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
for l in unchecked_locations:
@@ -795,8 +788,8 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
testing = items_to_test.pop()
reducing_state = state.copy()
for location in itertools.chain((
l for l in items_to_replace
if l.item.player == player
l for l in items_to_replace
if l.item.player == player
), items_to_test):
reducing_state.collect(location.item, True, location)
@@ -869,30 +862,52 @@ def swap_location_item(location_1: Location, location_2: Location, check_locked:
location_2.item.location = location_2
def parse_planned_blocks(multiworld: MultiWorld) -> dict[int, list[PlandoItemBlock]]:
def warn(warning: str, force: bool | str) -> None:
if isinstance(force, bool):
logging.warning(f"{warning}")
def distribute_planned(multiworld: MultiWorld) -> None:
def warn(warning: str, force: typing.Union[bool, str]) -> None:
if force in [True, 'fail', 'failure', 'none', False, 'warn', 'warning']:
logging.warning(f'{warning}')
else:
logging.debug(f"{warning}")
logging.debug(f'{warning}')
def failed(warning: str, force: bool | str) -> None:
if force is True:
def failed(warning: str, force: typing.Union[bool, str]) -> None:
if force in [True, 'fail', 'failure']:
raise Exception(warning)
else:
warn(warning, force)
swept_state = multiworld.state.copy()
swept_state.sweep_for_advancements()
reachable = frozenset(multiworld.get_reachable_locations(swept_state))
early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
non_early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
for loc in multiworld.get_unfilled_locations():
if loc in reachable:
early_locations[loc.player].append(loc.name)
else: # not reachable with swept state
non_early_locations[loc.player].append(loc.name)
world_name_lookup = multiworld.world_name_lookup
plando_blocks: dict[int, list[PlandoItemBlock]] = dict()
player_ids: set[int] = set(multiworld.player_ids)
block_value = typing.Union[typing.List[str], typing.Dict[str, typing.Any], str]
plando_blocks: typing.List[typing.Dict[str, typing.Any]] = []
player_ids = set(multiworld.player_ids)
for player in player_ids:
plando_blocks[player] = []
for block in multiworld.worlds[player].options.plando_items:
new_block: PlandoItemBlock = PlandoItemBlock(player, block.from_pool, block.force)
target_world = block.world
for block in multiworld.plando_items[player]:
block['player'] = player
if 'force' not in block:
block['force'] = 'silent'
if 'from_pool' not in block:
block['from_pool'] = True
elif not isinstance(block['from_pool'], bool):
from_pool_type = type(block['from_pool'])
raise Exception(f'Plando "from_pool" has to be boolean, not {from_pool_type} for player {player}.')
if 'world' not in block:
target_world = False
else:
target_world = block['world']
if target_world is False or multiworld.players == 1: # target own world
worlds: set[int] = {player}
worlds: typing.Set[int] = {player}
elif target_world is True: # target any worlds besides own
worlds = set(multiworld.player_ids) - {player}
elif target_world is None: # target all worlds
@@ -902,197 +917,172 @@ def parse_planned_blocks(multiworld: MultiWorld) -> dict[int, list[PlandoItemBlo
for listed_world in target_world:
if listed_world not in world_name_lookup:
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
block.force)
block['force'])
continue
worlds.add(world_name_lookup[listed_world])
elif type(target_world) == int: # target world by slot number
if target_world not in range(1, multiworld.players + 1):
failed(
f"Cannot place item in world {target_world} as it is not in range of (1, {multiworld.players})",
block.force)
block['force'])
continue
worlds = {target_world}
else: # target world by slot name
if target_world not in world_name_lookup:
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
block.force)
block['force'])
continue
worlds = {world_name_lookup[target_world]}
new_block.worlds = worlds
block['world'] = worlds
items: list[str] | dict[str, typing.Any] = block.items
items: block_value = []
if "items" in block:
items = block["items"]
if 'count' not in block:
block['count'] = False
elif "item" in block:
items = block["item"]
if 'count' not in block:
block['count'] = 1
else:
failed("You must specify at least one item to place items with plando.", block['force'])
continue
if isinstance(items, dict):
item_list: list[str] = []
item_list: typing.List[str] = []
for key, value in items.items():
if value is True:
value = multiworld.itempool.count(multiworld.worlds[player].create_item(key))
item_list += [key] * value
items = item_list
new_block.items = items
if isinstance(items, str):
items = [items]
block['items'] = items
locations: list[str] = block.locations
locations: block_value = []
if 'location' in block:
locations = block['location'] # just allow 'location' to keep old yamls compatible
elif 'locations' in block:
locations = block['locations']
if isinstance(locations, str):
locations = [locations]
locations_from_groups: list[str] = []
resolved_locations: list[Location] = []
for target_player in worlds:
world_locations = multiworld.get_unfilled_locations(target_player)
for group in multiworld.worlds[target_player].location_name_groups:
if group in locations:
locations_from_groups.extend(multiworld.worlds[target_player].location_name_groups[group])
resolved_locations.extend(location for location in world_locations
if location.name in [*locations, *locations_from_groups])
new_block.locations = sorted(dict.fromkeys(locations))
new_block.resolved_locations = sorted(set(resolved_locations))
if isinstance(locations, dict):
location_list = []
for key, value in locations.items():
location_list += [key] * value
locations = location_list
count = block.count
if not count:
count = len(new_block.items)
if isinstance(count, int):
count = {"min": count, "max": count}
if "min" not in count:
count["min"] = 0
if "max" not in count:
count["max"] = len(new_block.items)
new_block.count = count
plando_blocks[player].append(new_block)
return plando_blocks
def resolve_early_locations_for_planned(multiworld: MultiWorld):
def warn(warning: str, force: bool | str) -> None:
if isinstance(force, bool):
logging.warning(f"{warning}")
else:
logging.debug(f"{warning}")
def failed(warning: str, force: bool | str) -> None:
if force is True:
raise Exception(warning)
else:
warn(warning, force)
swept_state = multiworld.state.copy()
swept_state.sweep_for_advancements()
reachable = frozenset(multiworld.get_reachable_locations(swept_state))
early_locations: dict[int, list[Location]] = collections.defaultdict(list)
non_early_locations: dict[int, list[Location]] = collections.defaultdict(list)
for loc in multiworld.get_unfilled_locations():
if loc in reachable:
early_locations[loc.player].append(loc)
else: # not reachable with swept state
non_early_locations[loc.player].append(loc)
for player in multiworld.plando_item_blocks:
removed = []
for block in multiworld.plando_item_blocks[player]:
locations = block.locations
resolved_locations = block.resolved_locations
worlds = block.worlds
if "early_locations" in locations:
locations.remove("early_locations")
for target_player in worlds:
resolved_locations += early_locations[target_player]
locations += early_locations[target_player]
if "non_early_locations" in locations:
locations.remove("non_early_locations")
for target_player in worlds:
resolved_locations += non_early_locations[target_player]
locations += non_early_locations[target_player]
if block.count["max"] > len(block.items):
count = block.count["max"]
failed(f"Plando count {count} greater than items specified", block.force)
block.count["max"] = len(block.items)
if block.count["min"] > len(block.items):
block.count["min"] = len(block.items)
if block.count["max"] > len(block.resolved_locations) > 0:
count = block.count["max"]
failed(f"Plando count {count} greater than locations specified", block.force)
block.count["max"] = len(block.resolved_locations)
if block.count["min"] > len(block.resolved_locations):
block.count["min"] = len(block.resolved_locations)
block.count["target"] = multiworld.random.randint(block.count["min"],
block.count["max"])
block['locations'] = list(dict.fromkeys(locations))
if not block.count["target"]:
removed.append(block)
if not block['count']:
block['count'] = (min(len(block['items']), len(block['locations'])) if
len(block['locations']) > 0 else len(block['items']))
if isinstance(block['count'], int):
block['count'] = {'min': block['count'], 'max': block['count']}
if 'min' not in block['count']:
block['count']['min'] = 0
if 'max' not in block['count']:
block['count']['max'] = (min(len(block['items']), len(block['locations'])) if
len(block['locations']) > 0 else len(block['items']))
if block['count']['max'] > len(block['items']):
count = block['count']
failed(f"Plando count {count} greater than items specified", block['force'])
block['count'] = len(block['items'])
if block['count']['max'] > len(block['locations']) > 0:
count = block['count']
failed(f"Plando count {count} greater than locations specified", block['force'])
block['count'] = len(block['locations'])
block['count']['target'] = multiworld.random.randint(block['count']['min'], block['count']['max'])
for block in removed:
multiworld.plando_item_blocks[player].remove(block)
def distribute_planned_blocks(multiworld: MultiWorld, plando_blocks: list[PlandoItemBlock]):
def warn(warning: str, force: bool | str) -> None:
if isinstance(force, bool):
logging.warning(f"{warning}")
else:
logging.debug(f"{warning}")
def failed(warning: str, force: bool | str) -> None:
if force is True:
raise Exception(warning)
else:
warn(warning, force)
if block['count']['target'] > 0:
plando_blocks.append(block)
# shuffle, but then sort blocks by number of locations minus number of items,
# so less-flexible blocks get priority
multiworld.random.shuffle(plando_blocks)
plando_blocks.sort(key=lambda block: (len(block.resolved_locations) - block.count["target"]
if len(block.resolved_locations) > 0
else len(multiworld.get_unfilled_locations(block.player)) -
block.count["target"]))
plando_blocks.sort(key=lambda block: (len(block['locations']) - block['count']['target']
if len(block['locations']) > 0
else len(multiworld.get_unfilled_locations(player)) - block['count']['target']))
for placement in plando_blocks:
player = placement.player
player = placement['player']
try:
worlds = placement.worlds
locations = placement.resolved_locations
items = placement.items
maxcount = placement.count["target"]
from_pool = placement.from_pool
worlds = placement['world']
locations = placement['locations']
items = placement['items']
maxcount = placement['count']['target']
from_pool = placement['from_pool']
item_candidates = []
if from_pool:
instances = [item for item in multiworld.itempool if item.player == player and item.name in items]
for item in multiworld.random.sample(items, maxcount):
candidate = next((i for i in instances if i.name == item), None)
if candidate is None:
warn(f"Could not remove {item} from pool for {multiworld.player_name[player]} as "
f"it's already missing from it", placement.force)
candidate = multiworld.worlds[player].create_item(item)
else:
multiworld.itempool.remove(candidate)
instances.remove(candidate)
item_candidates.append(candidate)
else:
item_candidates = [multiworld.worlds[player].create_item(item)
for item in multiworld.random.sample(items, maxcount)]
if any(item.code is None for item in item_candidates) \
and not all(item.code is None for item in item_candidates):
failed(f"Plando block for player {player} ({multiworld.player_name[player]}) contains both "
f"event items and non-event items. "
f"Event items: {[item for item in item_candidates if item.code is None]}, "
f"Non-event items: {[item for item in item_candidates if item.code is not None]}",
placement.force)
continue
else:
is_real = item_candidates[0].code is not None
candidates = [candidate for candidate in locations if candidate.item is None
and bool(candidate.address) == is_real]
candidates = list(multiworld.get_unfilled_locations_for_players(locations, sorted(worlds)))
multiworld.random.shuffle(candidates)
allstate = multiworld.get_all_state(False)
mincount = placement.count["min"]
allowed_margin = len(item_candidates) - mincount
fill_restrictive(multiworld, allstate, candidates, item_candidates, lock=True,
allow_partial=True, name="Plando Main Fill")
multiworld.random.shuffle(items)
count = 0
err: typing.List[str] = []
successful_pairs: typing.List[typing.Tuple[int, Item, Location]] = []
claimed_indices: typing.Set[typing.Optional[int]] = set()
for item_name in items:
index_to_delete: typing.Optional[int] = None
if from_pool:
try:
# If from_pool, try to find an existing item with this name & player in the itempool and use it
index_to_delete, item = next(
(i, item) for i, item in enumerate(multiworld.itempool)
if item.player == player and item.name == item_name and i not in claimed_indices
)
except StopIteration:
warn(
f"Could not remove {item_name} from pool for {multiworld.player_name[player]} as it's already missing from it.",
placement['force'])
item = multiworld.worlds[player].create_item(item_name)
else:
item = multiworld.worlds[player].create_item(item_name)
for location in reversed(candidates):
if (location.address is None) == (item.code is None): # either both None or both not None
if not location.item:
if location.item_rule(item):
if location.can_fill(multiworld.state, item, False):
successful_pairs.append((index_to_delete, item, location))
claimed_indices.add(index_to_delete)
candidates.remove(location)
count = count + 1
break
else:
err.append(f"Can't place item at {location} due to fill condition not met.")
else:
err.append(f"{item_name} not allowed at {location}.")
else:
err.append(f"Cannot place {item_name} into already filled location {location}.")
else:
err.append(f"Mismatch between {item_name} and {location}, only one is an event.")
if count == maxcount:
break
if count < placement['count']['min']:
m = placement['count']['min']
failed(
f"Plando block failed to place {m - count} of {m} item(s) for {multiworld.player_name[player]}, error(s): {' '.join(err)}",
placement['force'])
# Sort indices in reverse so we can remove them one by one
successful_pairs = sorted(successful_pairs, key=lambda successful_pair: successful_pair[0] or 0, reverse=True)
for (index, item, location) in successful_pairs:
multiworld.push_item(location, item, collect=False)
location.locked = True
logging.debug(f"Plando placed {item} at {location}")
if index is not None: # If this item is from_pool and was found in the pool, remove it.
multiworld.itempool.pop(index)
if len(item_candidates) > allowed_margin:
failed(f"Could not place {len(item_candidates)} "
f"of {mincount + allowed_margin} item(s) "
f"for {multiworld.player_name[player]}, "
f"remaining items: {item_candidates}",
placement.force)
if from_pool:
multiworld.itempool.extend([item for item in item_candidates if item.code is not None])
except Exception as e:
raise Exception(
f"Error running plando for player {player} ({multiworld.player_name[player]})") from e

View File

@@ -10,8 +10,8 @@ import sys
import urllib.parse
import urllib.request
from collections import Counter
from typing import Any, Dict, Tuple, Union
from itertools import chain
from typing import Any
import ModuleUpdate
@@ -54,22 +54,12 @@ def mystery_argparse():
parser.add_argument("--skip_output", action="store_true",
help="Skips generation assertion and output stages and skips multidata and spoiler output. "
"Intended for debugging and testing purposes.")
parser.add_argument("--spoiler_only", action="store_true",
help="Skips generation assertion and multidata, outputting only a spoiler log. "
"Intended for debugging and testing purposes.")
args = parser.parse_args()
if args.skip_output and args.spoiler_only:
parser.error("Cannot mix --skip_output and --spoiler_only")
elif args.spoiler == 0 and args.spoiler_only:
parser.error("Cannot use --spoiler_only when --spoiler=0. Use --skip_output or set --spoiler to a different value")
if not os.path.isabs(args.weights_file_path):
args.weights_file_path = os.path.join(args.player_files_path, args.weights_file_path)
if not os.path.isabs(args.meta_file_path):
args.meta_file_path = os.path.join(args.player_files_path, args.meta_file_path)
args.plando: PlandoOptions = PlandoOptions.from_option_string(args.plando)
return args
@@ -77,7 +67,7 @@ def get_seed_name(random_source) -> str:
return f"{random_source.randint(0, pow(10, seeddigits) - 1)}".zfill(seeddigits)
def main(args=None) -> tuple[argparse.Namespace, int]:
def main(args=None) -> Tuple[argparse.Namespace, int]:
# __name__ == "__main__" check so unittests that already imported worlds don't trip this.
if __name__ == "__main__" and "worlds" in sys.modules:
raise Exception("Worlds system should not be loaded before logging init.")
@@ -95,7 +85,7 @@ def main(args=None) -> tuple[argparse.Namespace, int]:
logging.info("Race mode enabled. Using non-deterministic random source.")
random.seed() # reset to time-based random source
weights_cache: dict[str, tuple[Any, ...]] = {}
weights_cache: Dict[str, Tuple[Any, ...]] = {}
if args.weights_file_path and os.path.exists(args.weights_file_path):
try:
weights_cache[args.weights_file_path] = read_weights_yamls(args.weights_file_path)
@@ -118,8 +108,6 @@ def main(args=None) -> tuple[argparse.Namespace, int]:
raise Exception("Cannot mix --sameoptions with --meta")
else:
meta_weights = None
player_id = 1
player_files = {}
for file in os.scandir(args.player_files_path):
@@ -176,11 +164,10 @@ def main(args=None) -> tuple[argparse.Namespace, int]:
erargs.outputpath = args.outputpath
erargs.skip_prog_balancing = args.skip_prog_balancing
erargs.skip_output = args.skip_output
erargs.spoiler_only = args.spoiler_only
erargs.name = {}
erargs.csv_output = args.csv_output
settings_cache: dict[str, tuple[argparse.Namespace, ...]] = \
settings_cache: Dict[str, Tuple[argparse.Namespace, ...]] = \
{fname: (tuple(roll_settings(yaml, args.plando) for yaml in yamls) if args.sameoptions else None)
for fname, yamls in weights_cache.items()}
@@ -212,7 +199,7 @@ def main(args=None) -> tuple[argparse.Namespace, int]:
path = player_path_cache[player]
if path:
try:
settings: tuple[argparse.Namespace, ...] = settings_cache[path] if settings_cache[path] else \
settings: Tuple[argparse.Namespace, ...] = settings_cache[path] if settings_cache[path] else \
tuple(roll_settings(yaml, args.plando) for yaml in weights_cache[path])
for settingsObject in settings:
for k, v in vars(settingsObject).items():
@@ -242,7 +229,7 @@ def main(args=None) -> tuple[argparse.Namespace, int]:
return erargs, seed
def read_weights_yamls(path) -> tuple[Any, ...]:
def read_weights_yamls(path) -> Tuple[Any, ...]:
try:
if urllib.parse.urlparse(path).scheme in ('https', 'file'):
yaml = str(urllib.request.urlopen(path).read(), "utf-8-sig")
@@ -252,20 +239,7 @@ def read_weights_yamls(path) -> tuple[Any, ...]:
except Exception as e:
raise Exception(f"Failed to read weights ({path})") from e
from yaml.error import MarkedYAMLError
try:
return tuple(parse_yamls(yaml))
except MarkedYAMLError as ex:
if ex.problem_mark:
lines = yaml.splitlines()
if ex.context_mark:
relevant_lines = "\n".join(lines[ex.context_mark.line:ex.problem_mark.line+1])
else:
relevant_lines = lines[ex.problem_mark.line]
error_line = " " * ex.problem_mark.column + "^"
raise Exception(f"{ex.context} {ex.problem} on line {ex.problem_mark.line}:"
f"\n{relevant_lines}\n{error_line}")
raise ex
return tuple(parse_yamls(yaml))
def interpret_on_off(value) -> bool:
@@ -305,35 +279,33 @@ def get_choice(option, root, value=None) -> Any:
raise RuntimeError(f"All options specified in \"{option}\" are weighted as zero.")
class SafeFormatter(string.Formatter):
def get_value(self, key, args, kwargs):
if isinstance(key, int):
if key < len(args):
return args[key]
else:
return "{" + str(key) + "}"
else:
return kwargs.get(key, "{" + key + "}")
class SafeDict(dict):
def __missing__(self, key):
return '{' + key + '}'
def handle_name(name: str, player: int, name_counter: Counter):
name_counter[name.lower()] += 1
number = name_counter[name.lower()]
new_name = "%".join([x.replace("%number%", "{number}").replace("%player%", "{player}") for x in name.split("%%")])
new_name = SafeFormatter().vformat(new_name, (), {"number": number,
"NUMBER": (number if number > 1 else ''),
"player": player,
"PLAYER": (player if player > 1 else '')})
new_name = string.Formatter().vformat(new_name, (), SafeDict(number=number,
NUMBER=(number if number > 1 else ''),
player=player,
PLAYER=(player if player > 1 else '')))
# Run .strip twice for edge case where after the initial .slice new_name has a leading whitespace.
# Could cause issues for some clients that cannot handle the additional whitespace.
new_name = new_name.strip()[:16].strip()
if new_name == "Archipelago":
raise Exception(f"You cannot name yourself \"{new_name}\"")
return new_name
def roll_percentage(percentage: Union[int, float]) -> bool:
"""Roll a percentage chance.
percentage is expected to be in range [0, 100]"""
return random.random() < (float(percentage) / 100)
def update_weights(weights: dict, new_weights: dict, update_type: str, name: str) -> dict:
logging.debug(f'Applying {new_weights}')
cleaned_weights = {}
@@ -378,7 +350,7 @@ def update_weights(weights: dict, new_weights: dict, update_type: str, name: str
return weights
def roll_meta_option(option_key, game: str, category_dict: dict) -> Any:
def roll_meta_option(option_key, game: str, category_dict: Dict) -> Any:
from worlds import AutoWorldRegister
if not game:
@@ -399,7 +371,7 @@ def roll_linked_options(weights: dict) -> dict:
if "name" not in option_set:
raise ValueError("One of your linked options does not have a name.")
try:
if Options.roll_percentage(option_set["percentage"]):
if roll_percentage(option_set["percentage"]):
logging.debug(f"Linked option {option_set['name']} triggered.")
new_options = option_set["options"]
for category_name, category_options in new_options.items():
@@ -432,7 +404,7 @@ def roll_triggers(weights: dict, triggers: list, valid_keys: set) -> dict:
trigger_result = get_choice("option_result", option_set)
result = get_choice(key, currently_targeted_weights)
currently_targeted_weights[key] = result
if result == trigger_result and Options.roll_percentage(get_choice("percentage", option_set, 100)):
if result == trigger_result and roll_percentage(get_choice("percentage", option_set, 100)):
for category_name, category_options in option_set["options"].items():
currently_targeted_weights = weights
if category_name:
@@ -463,14 +435,6 @@ def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str,
def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.bosses):
"""
Roll options from specified weights, usually originating from a .yaml options file.
Important note:
The same weights dict is shared between all slots using the same yaml (e.g. generic weights file for filler slots).
This means it should never be modified without making a deepcopy first.
"""
from worlds import AutoWorldRegister
if "linked_options" in weights:
@@ -536,6 +500,10 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
handle_option(ret, game_weights, option_key, option, plando_options)
valid_keys.add(option_key)
# TODO remove plando_items after moving it to the options system
valid_keys.add("plando_items")
if PlandoOptions.items in plando_options:
ret.plando_items = copy.deepcopy(game_weights.get("plando_items", []))
if ret.game == "A Link to the Past":
# TODO there are still more LTTP options not on the options system
valid_keys |= {"sprite_pool", "sprite", "random_sprite_on_event"}

View File

@@ -1,14 +1,16 @@
"""
Archipelago Launcher
Archipelago launcher for bundled app.
* If run with a patch file as argument, launch corresponding client with the patch file as an argument.
* If run with component name as argument, run it passing argv[2:] as arguments.
* If run without arguments or unknown arguments, open launcher GUI.
* if run with APBP as argument, launch corresponding client.
* if run with executable as argument, run it passing argv[2:] as arguments
* if run without arguments, open launcher GUI
Additional components can be added to worlds.LauncherComponents.components.
Scroll down to components= to add components to the launcher as well as setup.py
"""
import argparse
import itertools
import logging
import multiprocessing
import shlex
@@ -16,14 +18,12 @@ import subprocess
import sys
import urllib.parse
import webbrowser
from collections.abc import Callable, Sequence
from os.path import isfile
from shutil import which
from typing import Any
from typing import Callable, Optional, Sequence, Tuple, Union
if __name__ == "__main__":
import ModuleUpdate
ModuleUpdate.update()
import settings
@@ -85,16 +85,12 @@ def browse_files():
def open_folder(folder_path):
if is_linux:
exe = which('xdg-open') or which('gnome-open') or which('kde-open')
subprocess.Popen([exe, folder_path])
elif is_macos:
exe = which("open")
else:
webbrowser.open(folder_path)
return
if exe:
subprocess.Popen([exe, folder_path])
else:
logging.warning(f"No file browser available to open {folder_path}")
webbrowser.open(folder_path)
def update_settings():
@@ -109,17 +105,16 @@ components.extend([
Component("Generate Template Options", func=generate_yamls),
Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/")),
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2")),
Component("Unrated/18+ Discord Server", icon="discord",
func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("Unrated/18+ Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("Browse Files", func=browse_files),
])
def handle_uri(path: str, launch_args: tuple[str, ...]) -> None:
def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
url = urllib.parse.urlparse(path)
queries = urllib.parse.parse_qs(url.query)
launch_args = (path, *launch_args)
client_component = []
client_component = None
text_client_component = None
if "game" in queries:
game = queries["game"][0]
@@ -127,43 +122,52 @@ def handle_uri(path: str, launch_args: tuple[str, ...]) -> None:
game = "Archipelago"
for component in components:
if component.supports_uri and component.game_name == game:
client_component.append(component)
client_component = component
elif component.display_name == "Text Client":
text_client_component = component
from kvui import MDButton, MDButtonText
from kivymd.uix.dialog import MDDialog, MDDialogHeadlineText, MDDialogContentContainer, MDDialogSupportingText
from kivymd.uix.divider import MDDivider
if not client_component:
if client_component is None:
run_component(text_client_component, *launch_args)
return
else:
popup_text = MDDialogSupportingText(text="Select client to open and connect with.")
component_buttons = [MDDivider()]
for component in [text_client_component, *client_component]:
component_buttons.append(MDButton(
MDButtonText(text=component.display_name),
on_release=lambda *args, comp=component: run_component(comp, *launch_args),
style="text"
))
component_buttons.append(MDDivider())
MDDialog(
# Headline
MDDialogHeadlineText(text="Connect to Multiworld"),
# Text
popup_text,
# Content
MDDialogContentContainer(
*component_buttons,
orientation="vertical"
),
from kvui import App, Button, BoxLayout, Label, Window
).open()
class Popup(App):
def __init__(self):
self.title = "Connect to Multiworld"
self.icon = r"data/icon.png"
super().__init__()
def build(self):
layout = BoxLayout(orientation="vertical")
layout.add_widget(Label(text="Select client to open and connect with."))
button_row = BoxLayout(orientation="horizontal", size_hint=(1, 0.4))
text_client_button = Button(
text=text_client_component.display_name,
on_release=lambda *args: run_component(text_client_component, *launch_args)
)
button_row.add_widget(text_client_button)
game_client_button = Button(
text=client_component.display_name,
on_release=lambda *args: run_component(client_component, *launch_args)
)
button_row.add_widget(game_client_button)
layout.add_widget(button_row)
return layout
def _stop(self, *largs):
# see run_gui Launcher _stop comment for details
self.root_window.close()
super()._stop(*largs)
Popup().run()
def identify(path: None | str) -> tuple[None | str, None | Component]:
def identify(path: Union[None, str]) -> Tuple[Union[None, str], Union[None, Component]]:
if path is None:
return None, None
for component in components:
@@ -174,7 +178,7 @@ def identify(path: None | str) -> tuple[None | str, None | Component]:
return None, None
def get_exe(component: str | Component) -> Sequence[str] | None:
def get_exe(component: Union[str, Component]) -> Optional[Sequence[str]]:
if isinstance(component, str):
name = component
component = None
@@ -216,189 +220,100 @@ def launch(exe, in_terminal=False):
subprocess.Popen(exe)
def create_shortcut(button: Any, component: Component) -> None:
from pyshortcuts import make_shortcut
script = sys.argv[0]
wkdir = Utils.local_path()
script = f"{script} \"{component.display_name}\""
make_shortcut(script, name=f"Archipelago {component.display_name}", icon=local_path("data", "icon.ico"),
startmenu=False, terminal=False, working_dir=wkdir)
button.menu.dismiss()
refresh_components: Optional[Callable[[], None]] = None
refresh_components: Callable[[], None] | None = None
def run_gui(path: str, args: Any) -> None:
from kvui import (ThemedApp, MDFloatLayout, MDGridLayout, ScrollBox)
from kivy.properties import ObjectProperty
def run_gui():
from kvui import App, ContainerLayout, GridLayout, Button, Label, ScrollBox, Widget, ApAsyncImage
from kivy.core.window import Window
from kivy.metrics import dp
from kivymd.uix.button import MDIconButton, MDButton
from kivymd.uix.card import MDCard
from kivymd.uix.menu import MDDropdownMenu
from kivymd.uix.snackbar import MDSnackbar, MDSnackbarText
from kivymd.uix.textfield import MDTextField
from kivy.uix.relativelayout import RelativeLayout
from kivy.lang.builder import Builder
class LauncherCard(MDCard):
component: Component | None
image: str
context_button: MDIconButton = ObjectProperty(None)
def __init__(self, *args, component: Component | None = None, image_path: str = "", **kwargs):
self.component = component
self.image = image_path
super().__init__(args, kwargs)
class Launcher(ThemedApp):
class Launcher(App):
base_title: str = "Archipelago Launcher"
top_screen: MDFloatLayout = ObjectProperty(None)
navigation: MDGridLayout = ObjectProperty(None)
grid: MDGridLayout = ObjectProperty(None)
button_layout: ScrollBox = ObjectProperty(None)
search_box: MDTextField = ObjectProperty(None)
cards: list[LauncherCard]
current_filter: Sequence[str | Type] | None
container: ContainerLayout
grid: GridLayout
_tool_layout: Optional[ScrollBox] = None
_client_layout: Optional[ScrollBox] = None
def __init__(self, ctx=None, path=None, args=None):
def __init__(self, ctx=None):
self.title = self.base_title + " " + Utils.__version__
self.ctx = ctx
self.icon = r"data/icon.png"
self.favorites = []
self.launch_uri = path
self.launch_args = args
self.cards = []
self.current_filter = (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
persistent = Utils.persistent_load()
if "launcher" in persistent:
if "favorites" in persistent["launcher"]:
self.favorites.extend(persistent["launcher"]["favorites"])
if "filter" in persistent["launcher"]:
if persistent["launcher"]["filter"]:
filters = []
for filter in persistent["launcher"]["filter"].split(", "):
if filter == "favorites":
filters.append(filter)
else:
filters.append(Type[filter])
self.current_filter = filters
super().__init__()
def set_favorite(self, caller):
if caller.component.display_name in self.favorites:
self.favorites.remove(caller.component.display_name)
caller.icon = "star-outline"
else:
self.favorites.append(caller.component.display_name)
caller.icon = "star"
def _refresh_components(self) -> None:
def build_card(self, component: Component) -> LauncherCard:
"""
Builds a card widget for a given component.
:param component: The component associated with the button.
:return: The created Card Widget.
def build_button(component: Component) -> Widget:
"""
button_card = LauncherCard(component=component,
image_path=icon_paths[component.icon])
Builds a button widget for a given component.
def open_menu(caller):
caller.menu.open()
Args:
component (Component): The component associated with the button.
menu_items = [
{
"text": "Add shortcut on desktop",
"leading_icon": "laptop",
"on_release": lambda: create_shortcut(button_card.context_button, component)
}
]
button_card.context_button.menu = MDDropdownMenu(caller=button_card.context_button, items=menu_items)
button_card.context_button.bind(on_release=open_menu)
Returns:
None. The button is added to the parent grid layout.
return button_card
def _refresh_components(self, type_filter: Sequence[str | Type] | None = None) -> None:
if not type_filter:
type_filter = [Type.CLIENT, Type.ADJUSTER, Type.TOOL, Type.MISC]
favorites = "favorites" in type_filter
"""
button = Button(text=component.display_name, size_hint_y=None, height=40)
button.component = component
button.bind(on_release=self.component_action)
if component.icon != "icon":
image = ApAsyncImage(source=icon_paths[component.icon],
size=(38, 38), size_hint=(None, 1), pos=(5, 0))
box_layout = RelativeLayout(size_hint_y=None, height=40)
box_layout.add_widget(button)
box_layout.add_widget(image)
return box_layout
return button
# clear before repopulating
assert self.button_layout, "must call `build` first"
tool_children = reversed(self.button_layout.layout.children)
assert self._tool_layout and self._client_layout, "must call `build` first"
tool_children = reversed(self._tool_layout.layout.children)
for child in tool_children:
self.button_layout.layout.remove_widget(child)
self._tool_layout.layout.remove_widget(child)
client_children = reversed(self._client_layout.layout.children)
for child in client_children:
self._client_layout.layout.remove_widget(child)
cards = [card for card in self.cards if card.component.type in type_filter
or favorites and card.component.display_name in self.favorites]
_tools = {c.display_name: c for c in components if c.type == Type.TOOL}
_clients = {c.display_name: c for c in components if c.type == Type.CLIENT}
_adjusters = {c.display_name: c for c in components if c.type == Type.ADJUSTER}
_miscs = {c.display_name: c for c in components if c.type == Type.MISC}
self.current_filter = type_filter
for card in cards:
self.button_layout.layout.add_widget(card)
top = self.button_layout.children[0].y + self.button_layout.children[0].height \
- self.button_layout.height
scroll_percent = self.button_layout.convert_distance_to_scroll(0, top)
self.button_layout.scroll_y = max(0, min(1, scroll_percent[1]))
def filter_clients_by_type(self, caller: MDButton):
self._refresh_components(caller.type)
self.search_box.text = ""
def filter_clients_by_name(self, caller: MDTextField, name: str) -> None:
if len(name) == 0:
self._refresh_components(self.current_filter)
return
sub_matches = [
card for card in self.cards
if name.lower() in card.component.display_name.lower() and card.component.type != Type.HIDDEN
]
self.button_layout.layout.clear_widgets()
for card in sub_matches:
self.button_layout.layout.add_widget(card)
for (tool, client) in itertools.zip_longest(itertools.chain(
_tools.items(), _miscs.items(), _adjusters.items()
), _clients.items()):
# column 1
if tool:
self._tool_layout.layout.add_widget(build_button(tool[1]))
# column 2
if client:
self._client_layout.layout.add_widget(build_button(client[1]))
def build(self):
self.top_screen = Builder.load_file(Utils.local_path("data/launcher.kv"))
self.grid = self.top_screen.ids.grid
self.navigation = self.top_screen.ids.navigation
self.button_layout = self.top_screen.ids.button_layout
self.search_box = self.top_screen.ids.search_box
self.set_colors()
self.top_screen.md_bg_color = self.theme_cls.backgroundColor
self.container = ContainerLayout()
self.grid = GridLayout(cols=2)
self.container.add_widget(self.grid)
self.grid.add_widget(Label(text="General", size_hint_y=None, height=40))
self.grid.add_widget(Label(text="Clients", size_hint_y=None, height=40))
self._tool_layout = ScrollBox()
self._tool_layout.layout.orientation = "vertical"
self.grid.add_widget(self._tool_layout)
self._client_layout = ScrollBox()
self._client_layout.layout.orientation = "vertical"
self.grid.add_widget(self._client_layout)
self._refresh_components()
global refresh_components
refresh_components = self._refresh_components
Window.bind(on_drop_file=self._on_drop_file)
Window.bind(on_keyboard=self._on_keyboard)
for component in components:
self.cards.append(self.build_card(component))
self._refresh_components(self.current_filter)
# Uncomment to re-enable the Kivy console/live editor
# Ctrl-E to enable it, make sure numlock/capslock is disabled
# from kivy.modules.console import create_console
# create_console(Window, self.top_screen)
return self.top_screen
def on_start(self):
if self.launch_uri:
handle_uri(self.launch_uri, self.launch_args)
self.launch_uri = None
self.launch_args = None
return self.container
@staticmethod
def component_action(button):
MDSnackbar(MDSnackbarText(text="Opening in a new window..."), y=dp(24), pos_hint={"center_x": 0.5},
size_hint_x=0.5).open()
if button.component.func:
button.component.func()
else:
@@ -412,28 +327,13 @@ def run_gui(path: str, args: Any) -> None:
else:
logging.warning(f"unable to identify component for {file}")
def _on_keyboard(self, window: Window, key: int, scancode: int, codepoint: str, modifier: list[str]):
# Activate search as soon as we start typing, no matter if we are focused on the search box or not.
# Focus first, then capture the first character we type, otherwise it gets swallowed and lost.
# Limit text input to ASCII non-control characters (space bar to tilde).
if not self.search_box.focus:
self.search_box.focus = True
if key in range(32, 126):
self.search_box.text += codepoint
def _stop(self, *largs):
# ran into what appears to be https://groups.google.com/g/kivy-users/c/saWDLoYCSZ4 with PyCharm.
# Closing the window explicitly cleans it up.
self.root_window.close()
super()._stop(*largs)
def on_stop(self):
Utils.persistent_store("launcher", "favorites", self.favorites)
Utils.persistent_store("launcher", "filter", ", ".join(filter.name if isinstance(filter, Type) else filter
for filter in self.current_filter))
super().on_stop()
Launcher(path=path, args=args).run()
Launcher().run()
# avoiding Launcher reference leak
# and don't try to do something with widgets after window closed
@@ -452,7 +352,7 @@ def run_component(component: Component, *args):
logging.warning(f"Component {component} does not appear to be executable.")
def main(args: argparse.Namespace | dict | None = None):
def main(args: Optional[Union[argparse.Namespace, dict]] = None):
if isinstance(args, argparse.Namespace):
args = {k: v for k, v in args._get_kwargs()}
elif not args:
@@ -460,14 +360,16 @@ def main(args: argparse.Namespace | dict | None = None):
path = args.get("Patch|Game|Component|url", None)
if path is not None:
if not path.startswith("archipelago://"):
file, component = identify(path)
if file:
args['file'] = file
if component:
args['component'] = component
if not component:
logging.warning(f"Could not identify Component responsible for {path}")
if path.startswith("archipelago://"):
handle_uri(path, args.get("args", ()))
return
file, component = identify(path)
if file:
args['file'] = file
if component:
args['component'] = component
if not component:
logging.warning(f"Could not identify Component responsible for {path}")
if args["update_settings"]:
update_settings()
@@ -476,7 +378,7 @@ def main(args: argparse.Namespace | dict | None = None):
elif "component" in args:
run_component(args["component"], *args["args"])
elif not args["update_settings"]:
run_gui(path, args.get("args", ()))
run_gui()
if __name__ == '__main__':
@@ -498,7 +400,6 @@ if __name__ == '__main__':
main(parser.parse_args())
from worlds.LauncherComponents import processes
for process in processes:
# we await all child processes to close before we tear down the process host
# this makes it feel like each one is its own program, as the Launcher is closed now

View File

@@ -26,14 +26,13 @@ import typing
from CommonClient import (CommonContext, get_base_parser, gui_enabled, logger,
server_loop)
from NetUtils import ClientStatus
from worlds.ladx import LinksAwakeningWorld
from worlds.ladx.Common import BASE_ID as LABaseID
from worlds.ladx.GpsTracker import GpsTracker
from worlds.ladx.TrackerConsts import storage_key
from worlds.ladx.ItemTracker import ItemTracker
from worlds.ladx.LADXR.checkMetadata import checkMetadataTable
from worlds.ladx.Locations import get_locations_to_id, meta_to_name
from worlds.ladx.Tracker import LocationTracker, MagpieBridge, Check
from worlds.ladx.Tracker import LocationTracker, MagpieBridge
class GameboyException(Exception):
@@ -52,6 +51,22 @@ class BadRetroArchResponse(GameboyException):
pass
def magpie_logo():
from kivy.uix.image import CoreImage
binary_data = """
iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAIAAACQkWg2AAAAAXN
SR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA
7DAcdvqGQAAADGSURBVDhPhVLBEcIwDHOYhjHCBuXHj2OTbAL8+
MEGZIxOQ1CinOOk0Op0bmo7tlXXeR9FJMYDLOD9mwcLjQK7+hSZ
wgcWMZJOAGeGKtChNHFL0j+FZD3jSCuo0w7l03wDrWdg00C4/aW
eDEYNenuzPOfPspBnxf0kssE80vN0L8361j10P03DK4x6FHabuV
ear8fHme+b17rwSjbAXeUMLb+EVTV2QHm46MWQanmnydA98KsVS
XkV+qFpGQXrLhT/fqraQeQLuplpNH5g+WkAAAAASUVORK5CYII="""
binary_data = base64.b64decode(binary_data)
data = io.BytesIO(binary_data)
return CoreImage(data, ext="png").texture
class LAClientConstants:
# Connector version
VERSION = 0x01
@@ -124,7 +139,7 @@ class RAGameboy():
def set_checks_range(self, checks_start, checks_size):
self.checks_start = checks_start
self.checks_size = checks_size
def set_location_range(self, location_start, location_size, critical_addresses):
self.location_start = location_start
self.location_size = location_size
@@ -222,7 +237,7 @@ class RAGameboy():
self.cache[start:start + len(hram_block)] = hram_block
self.last_cache_read = time.time()
async def read_memory_block(self, address: int, size: int):
block = bytearray()
remaining_size = size
@@ -230,7 +245,7 @@ class RAGameboy():
chunk = await self.async_read_memory(address + len(block), remaining_size)
remaining_size -= len(chunk)
block += chunk
return block
async def read_memory_cache(self, addresses):
@@ -499,8 +514,8 @@ class LinksAwakeningContext(CommonContext):
magpie_task = None
won = False
@property
def slot_storage_key(self):
@property
def slot_storage_key(self):
return f"{self.slot_info[self.slot].name}_{storage_key}"
def __init__(self, server_address: typing.Optional[str], password: typing.Optional[str], magpie: typing.Optional[bool]) -> None:
@@ -514,9 +529,9 @@ class LinksAwakeningContext(CommonContext):
def run_gui(self) -> None:
import webbrowser
from kvui import GameManager
from kivy.metrics import dp
from kivymd.uix.button import MDButton, MDButtonText
import kvui
from kvui import Button, GameManager
from kivy.uix.image import Image
class LADXManager(GameManager):
logging_pairs = [
@@ -529,17 +544,21 @@ class LinksAwakeningContext(CommonContext):
b = super().build()
if self.ctx.magpie_enabled:
button = MDButton(MDButtonText(text="Open Tracker"), style="filled", size=(dp(100), dp(70)), radius=5,
size_hint_x=None, size_hint_y=None, pos_hint={"center_y": 0.55},
on_press=lambda _: webbrowser.open('https://magpietracker.us/?enable_autotracker=1'))
button.height = self.server_connect_bar.height
self.connect_layout.add_widget(button)
button = Button(text="", size=(30, 30), size_hint_x=None,
on_press=lambda _: webbrowser.open('https://magpietracker.us/?enable_autotracker=1'))
image = Image(size=(16, 16), texture=magpie_logo())
button.add_widget(image)
def set_center(_, center):
image.center = center
button.bind(center=set_center)
self.connect_layout.add_widget(button)
return b
self.ui = LADXManager(self)
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
async def send_new_entrances(self, entrances: typing.Dict[str, str]):
# Store the entrances we find on the server for future sessions
message = [{
@@ -578,12 +597,12 @@ class LinksAwakeningContext(CommonContext):
logger.info("victory!")
await self.send_msgs(message)
self.won = True
async def request_found_entrances(self):
await self.send_msgs([{"cmd": "Get", "keys": [self.slot_storage_key]}])
# Ask for updates so that players can co-op entrances in a seed
await self.send_msgs([{"cmd": "SetNotify", "keys": [self.slot_storage_key]}])
# Ask for updates so that players can co-op entrances in a seed
await self.send_msgs([{"cmd": "SetNotify", "keys": [self.slot_storage_key]}])
async def on_deathlink(self, data: typing.Dict[str, typing.Any]) -> None:
if self.ENABLE_DEATHLINK:
@@ -619,23 +638,12 @@ class LinksAwakeningContext(CommonContext):
if cmd == "Connected":
self.game = self.slot_info[self.slot].game
self.slot_data = args.get("slot_data", {})
# This is sent to magpie over local websocket to make its own connection
self.slot_data.update({
"server_address": self.server_address,
"slot_name": self.player_names[self.slot],
"password": self.password,
})
# We can process linked items on already-checked checks now that we have slot_data
if self.client.tracker:
checked_checks = set(self.client.tracker.all_checks) - set(self.client.tracker.remaining_checks)
self.add_linked_items(checked_checks)
# TODO - use watcher_event
if cmd == "ReceivedItems":
for index, item in enumerate(args["items"], start=args["index"]):
self.client.recvd_checks[index] = item
if cmd == "Retrieved" and self.magpie_enabled and self.slot_storage_key in args["keys"]:
self.client.gps_tracker.receive_found_entrances(args["keys"][self.slot_storage_key])
@@ -646,13 +654,6 @@ class LinksAwakeningContext(CommonContext):
sync_msg = [{'cmd': 'Sync'}]
await self.send_msgs(sync_msg)
def add_linked_items(self, checks: typing.List[Check]):
for check in checks:
if check.value and check.linkedItem:
linkedItem = check.linkedItem
if 'condition' not in linkedItem or (self.slot_data and linkedItem['condition'](self.slot_data)):
self.client.item_tracker.setExtraItem(check.linkedItem['item'], check.linkedItem['qty'])
item_id_lookup = get_locations_to_id()
async def run_game_loop(self):
@@ -661,7 +662,11 @@ class LinksAwakeningContext(CommonContext):
checkMetadataTable[check.id])] for check in ladxr_checks]
self.new_checks(checks, [check.id for check in ladxr_checks])
self.add_linked_items(ladxr_checks)
for check in ladxr_checks:
if check.value and check.linkedItem:
linkedItem = check.linkedItem
if 'condition' not in linkedItem or linkedItem['condition'](self.slot_data):
self.client.item_tracker.setExtraItem(check.linkedItem['item'], check.linkedItem['qty'])
async def victory():
await self.send_victory()
@@ -717,10 +722,8 @@ class LinksAwakeningContext(CommonContext):
try:
self.magpie.set_checks(self.client.tracker.all_checks)
await self.magpie.set_item_tracker(self.client.item_tracker)
if self.slot_data and "slot_data" in self.magpie.features and not self.magpie.has_sent_slot_data:
self.magpie.slot_data = self.slot_data
await self.magpie.send_slot_data()
self.magpie.slot_data = self.slot_data
if self.client.gps_tracker.needs_found_entrances:
await self.request_found_entrances()
self.client.gps_tracker.needs_found_entrances = False
@@ -738,8 +741,8 @@ class LinksAwakeningContext(CommonContext):
await asyncio.sleep(1.0)
def run_game(romfile: str) -> None:
auto_start = LinksAwakeningWorld.settings.rom_start
auto_start = typing.cast(typing.Union[bool, str],
Utils.get_options()["ladx_options"].get("rom_start", True))
if auto_start is True:
import webbrowser
webbrowser.open(romfile)

67
Main.py
View File

@@ -7,13 +7,14 @@ import tempfile
import time
import zipfile
import zlib
from typing import Dict, List, Optional, Set, Tuple, Union
import worlds
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld
from Fill import FillError, balance_multiworld_progression, distribute_items_restrictive, flood_items, \
parse_planned_blocks, distribute_planned_blocks, resolve_early_locations_for_planned
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld, Region
from Fill import FillError, balance_multiworld_progression, distribute_items_restrictive, distribute_planned, \
flood_items
from Options import StartInventoryPool
from Utils import __version__, output_path, version_tuple
from Utils import __version__, output_path, version_tuple, get_settings
from settings import get_settings
from worlds import AutoWorld
from worlds.generic.Rules import exclusion_rules, locality_rules
@@ -21,7 +22,7 @@ from worlds.generic.Rules import exclusion_rules, locality_rules
__all__ = ["main"]
def main(args, seed=None, baked_server_options: dict[str, object] | None = None):
def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = None):
if not baked_server_options:
baked_server_options = get_settings().server_options.as_dict()
assert isinstance(baked_server_options, dict)
@@ -36,6 +37,9 @@ def main(args, seed=None, baked_server_options: dict[str, object] | None = None)
logger = logging.getLogger()
multiworld.set_seed(seed, args.race, str(args.outputname) if args.outputname else None)
multiworld.plando_options = args.plando_options
multiworld.plando_items = args.plando_items.copy()
multiworld.plando_texts = args.plando_texts.copy()
multiworld.plando_connections = args.plando_connections.copy()
multiworld.game = args.game.copy()
multiworld.player_name = args.name.copy()
multiworld.sprite = args.sprite.copy()
@@ -52,18 +56,32 @@ def main(args, seed=None, baked_server_options: dict[str, object] | None = None)
logger.info(f"Found {len(AutoWorld.AutoWorldRegister.world_types)} World Types:")
longest_name = max(len(text) for text in AutoWorld.AutoWorldRegister.world_types)
max_item = 0
max_location = 0
for cls in AutoWorld.AutoWorldRegister.world_types.values():
if cls.item_id_to_name:
max_item = max(max_item, max(cls.item_id_to_name))
max_location = max(max_location, max(cls.location_id_to_name))
item_digits = len(str(max_item))
location_digits = len(str(max_location))
item_count = len(str(max(len(cls.item_names) for cls in AutoWorld.AutoWorldRegister.world_types.values())))
location_count = len(str(max(len(cls.location_names) for cls in AutoWorld.AutoWorldRegister.world_types.values())))
del max_item, max_location
for name, cls in AutoWorld.AutoWorldRegister.world_types.items():
if not cls.hidden and len(cls.item_names) > 0:
logger.info(f" {name:{longest_name}}: Items: {len(cls.item_names):{item_count}} | "
f"Locations: {len(cls.location_names):{location_count}}")
logger.info(f" {name:{longest_name}}: {len(cls.item_names):{item_count}} "
f"Items (IDs: {min(cls.item_id_to_name):{item_digits}} - "
f"{max(cls.item_id_to_name):{item_digits}}) | "
f"{len(cls.location_names):{location_count}} "
f"Locations (IDs: {min(cls.location_id_to_name):{location_digits}} - "
f"{max(cls.location_id_to_name):{location_digits}})")
del item_count, location_count
del item_digits, location_digits, item_count, location_count
# This assertion method should not be necessary to run if we are not outputting any multidata.
if not args.skip_output and not args.spoiler_only:
if not args.skip_output:
AutoWorld.call_stage(multiworld, "assert_generate")
AutoWorld.call_all(multiworld, "generate_early")
@@ -131,15 +149,13 @@ def main(args, seed=None, baked_server_options: dict[str, object] | None = None)
multiworld.worlds[1].options.non_local_items.value = set()
multiworld.worlds[1].options.local_items.value = set()
multiworld.plando_item_blocks = parse_planned_blocks(multiworld)
AutoWorld.call_all(multiworld, "connect_entrances")
AutoWorld.call_all(multiworld, "generate_basic")
# remove starting inventory from pool items.
# Because some worlds don't actually create items during create_items this has to be as late as possible.
fallback_inventory = StartInventoryPool({})
depletion_pool: dict[int, dict[str, int]] = {
depletion_pool: Dict[int, Dict[str, int]] = {
player: getattr(multiworld.worlds[player].options, "start_inventory_from_pool", fallback_inventory).value.copy()
for player in multiworld.player_ids
}
@@ -148,7 +164,7 @@ def main(args, seed=None, baked_server_options: dict[str, object] | None = None)
}
if target_per_player:
new_itempool: list[Item] = []
new_itempool: List[Item] = []
# Make new itempool with start_inventory_from_pool items removed
for item in multiworld.itempool:
@@ -177,9 +193,8 @@ def main(args, seed=None, baked_server_options: dict[str, object] | None = None)
multiworld._all_state = None
logger.info("Running Item Plando.")
resolve_early_locations_for_planned(multiworld)
distribute_planned_blocks(multiworld, [x for player in multiworld.plando_item_blocks
for x in multiworld.plando_item_blocks[player]])
distribute_planned(multiworld)
logger.info('Running Pre Main Fill.')
@@ -209,15 +224,6 @@ def main(args, seed=None, baked_server_options: dict[str, object] | None = None)
logger.info(f'Beginning output...')
outfilebase = 'AP_' + multiworld.seed_name
if args.spoiler_only:
if args.spoiler > 1:
logger.info('Calculating playthrough.')
multiworld.spoiler.create_playthrough(create_paths=args.spoiler > 2)
multiworld.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
logger.info('Done. Skipped multidata modification. Total time: %s', time.perf_counter() - start)
return multiworld
output = tempfile.TemporaryDirectory()
with output as temp_dir:
output_players = [player for player in multiworld.player_ids if AutoWorld.World.generate_output.__code__
@@ -232,7 +238,7 @@ def main(args, seed=None, baked_server_options: dict[str, object] | None = None)
pool.submit(AutoWorld.call_single, multiworld, "generate_output", player, temp_dir))
# collect ER hint info
er_hint_data: dict[int, dict[int, str]] = {}
er_hint_data: Dict[int, Dict[int, str]] = {}
AutoWorld.call_all(multiworld, 'extend_hint_information', er_hint_data)
def write_multidata():
@@ -273,7 +279,7 @@ def main(args, seed=None, baked_server_options: dict[str, object] | None = None)
for player in multiworld.groups[location.item.player]["players"]:
precollected_hints[player].add(hint)
locations_data: dict[int, dict[int, tuple[int, int, int]]] = {player: {} for player in multiworld.player_ids}
locations_data: Dict[int, Dict[int, Tuple[int, int, int]]] = {player: {} for player in multiworld.player_ids}
for location in multiworld.get_filled_locations():
if type(location.address) == int:
assert location.item.code is not None, "item code None should be event, " \
@@ -300,14 +306,13 @@ def main(args, seed=None, baked_server_options: dict[str, object] | None = None)
game_world.game: worlds.network_data_package["games"][game_world.game]
for game_world in multiworld.worlds.values()
}
data_package["Archipelago"] = worlds.network_data_package["games"]["Archipelago"]
checks_in_area: dict[int, dict[str, int | list[int]]] = {}
checks_in_area: Dict[int, Dict[str, Union[int, List[int]]]] = {}
# get spheres -> filter address==None -> skip empty
spheres: list[dict[int, set[int]]] = []
spheres: List[Dict[int, Set[int]]] = []
for sphere in multiworld.get_sendable_spheres():
current_sphere: dict[int, set[int]] = collections.defaultdict(set)
current_sphere: Dict[int, Set[int]] = collections.defaultdict(set)
for sphere_location in sphere:
current_sphere[sphere_location.player].add(sphere_location.address)

View File

@@ -46,8 +46,7 @@ from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, Networ
SlotType, LocationStore, Hint, HintStatus
from BaseClasses import ItemClassification
min_client_version = Version(0, 5, 0)
min_client_version = Version(0, 1, 6)
colorama.just_fix_windows_console()
@@ -67,13 +66,9 @@ def pop_from_container(container, value):
return container
def update_container_unique(container, entries):
if isinstance(container, list):
existing_container_as_set = set(container)
container.extend([entry for entry in entries if entry not in existing_container_as_set])
else:
container.update(entries)
return container
def update_dict(dictionary, entries):
dictionary.update(entries)
return dictionary
def queue_gc():
@@ -114,7 +109,7 @@ modify_functions = {
# lists/dicts:
"remove": remove_from_list,
"pop": pop_from_container,
"update": update_container_unique,
"update": update_dict,
}
@@ -1826,7 +1821,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
ctx.clients[team][slot].append(client)
client.version = args['version']
client.tags = args['tags']
client.no_locations = bool(client.tags & _non_game_messages.keys())
client.no_locations = "TextOnly" in client.tags or "Tracker" in client.tags
# set NoText for old PopTracker clients that predate the tag to save traffic
client.no_text = "NoText" in client.tags or ("PopTracker" in client.tags and client.version < (0, 5, 1))
connected_packet = {
@@ -1900,7 +1895,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
old_tags = client.tags
client.tags = args["tags"]
if set(old_tags) != set(client.tags):
client.no_locations = bool(client.tags & _non_game_messages.keys())
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
client.no_text = "NoText" in client.tags or (
"PopTracker" in client.tags and client.version < (0, 5, 1)
)
@@ -1983,21 +1978,14 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
new_hint = new_hint.re_prioritize(ctx, status)
if hint == new_hint:
return
concerning_slots = ctx.slot_set(hint.receiving_player) | {hint.finding_player}
for slot in concerning_slots:
ctx.replace_hint(client.team, slot, hint, new_hint)
ctx.replace_hint(client.team, hint.finding_player, hint, new_hint)
ctx.replace_hint(client.team, hint.receiving_player, hint, new_hint)
ctx.save()
for slot in concerning_slots:
ctx.on_changed_hints(client.team, slot)
ctx.on_changed_hints(client.team, hint.finding_player)
ctx.on_changed_hints(client.team, hint.receiving_player)
elif cmd == 'StatusUpdate':
if client.no_locations and args["status"] == ClientStatus.CLIENT_GOAL:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "cmd",
"text": "Trackers can't register Goal Complete",
"original_cmd": cmd}])
else:
update_client_status(ctx, client, args["status"])
update_client_status(ctx, client, args["status"])
elif cmd == 'Say':
if "text" not in args or type(args["text"]) is not str or not args["text"].isprintable():
@@ -2049,7 +2037,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
value = func(value, operation["value"])
ctx.stored_data[args["key"]] = args["value"] = value
targets = set(ctx.stored_data_notification_clients[args["key"]])
if args.get("want_reply", False):
if args.get("want_reply", True):
targets.add(client)
if targets:
ctx.broadcast(targets, [args])
@@ -2368,6 +2356,7 @@ class ServerCommandProcessor(CommonCommandProcessor):
known_options = (f"{option}: {option_type}" for option, option_type in self.ctx.simple_options.items())
self.output(f"Unrecognized option '{option_name}', known: {', '.join(known_options)}")
return False
if value_type == bool:
def value_type(input_text: str):
return input_text.lower() not in {"off", "0", "false", "none", "null", "no"}
@@ -2401,75 +2390,6 @@ class ServerCommandProcessor(CommonCommandProcessor):
f"approximately totaling {Utils.format_SI_prefix(total, power=1024)}B")
self.output("\n".join(texts))
def _cmd_discord_webhook(self, webhook_url: str):
"""Needs to be supplied with a Discord WebHook url as parameter,
which will then relay the server log to a discord channel."""
import discord_webhook
initial_response = discord_webhook.DiscordWebhook(webhook_url, wait=True,
content="Beginning Discord Logging").execute()
if initial_response.ok:
import queue
response_queue = queue.SimpleQueue()
class Emitter(threading.Thread):
def run(self):
record: typing.Optional[logging.LogRecord] = None
while True:
time.sleep(1)
# check for leftover record from last iteration
message = record.msg if record else ""
while 1:
try:
record = response_queue.get_nowait()
except queue.Empty:
break
else:
if record is None:
return # shutdown
if len(record.msg) > 1999:
continue # content size limit
if len(message) + len(record.msg) > 2000:
break # reached content size limit in total
else:
message += "\n" + record.msg
record = None
if message:
try:
response = discord_webhook.DiscordWebhook(
webhook_url, rate_limit_retry=True, content=message.strip()).execute()
if response.status_code not in (200, 204):
shutdown()
logging.info(f"Disabled Discord WebHook due to error code {response.status_code}.")
return
# just in case to prevent an error-loop logging itself
except Exception as e:
shutdown()
logging.error("Disabled Discord WebHook due to error.")
logging.exception(e)
return
emitter = Emitter()
emitter.daemon = True
emitter.start()
class DiscordLogger(logging.Handler):
"""Logs to Discord WebHook"""
def emit(self, record: logging.LogRecord):
response_queue.put(record)
handler = DiscordLogger()
def shutdown():
response_queue.put(None)
logging.getLogger().removeHandler(handler)
logging.getLogger().addHandler(handler)
self.output("Discord Link established.")
else:
self.output("Discord Link could not be established. Check your webhook url.")
async def console(ctx: Context):
import sys
@@ -2492,10 +2412,8 @@ async def console(ctx: Context):
def parse_args() -> argparse.Namespace:
from settings import get_settings
parser = argparse.ArgumentParser()
defaults = get_settings().server_options.as_dict()
defaults = Utils.get_settings()["server_options"].as_dict()
parser.add_argument('multidata', nargs="?", default=defaults["multidata"])
parser.add_argument('--host', default=defaults["host"])
parser.add_argument('--port', default=defaults["port"], type=int)

View File

@@ -1,7 +1,6 @@
from __future__ import annotations
import abc
import collections
import functools
import logging
import math
@@ -24,12 +23,6 @@ if typing.TYPE_CHECKING:
import pathlib
def roll_percentage(percentage: int | float) -> bool:
"""Roll a percentage chance.
percentage is expected to be in range [0, 100]"""
return random.random() < (float(percentage) / 100)
class OptionError(ValueError):
pass
@@ -873,49 +866,15 @@ class OptionDict(Option[typing.Dict[str, typing.Any]], VerifyKeys, typing.Mappin
def __len__(self) -> int:
return self.value.__len__()
# __getitem__ fallback fails for Counters, so we define this explicitly
def __contains__(self, item) -> bool:
return item in self.value
class OptionCounter(OptionDict):
min: int | None = None
max: int | None = None
def __init__(self, value: dict[str, int]) -> None:
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)
range_errors = []
if self.max is not None:
range_errors += [
f"\"{key}: {value}\" is higher than maximum allowed value {self.max}."
for key, value in self.value.items() if value > self.max
]
if self.min is not None:
range_errors += [
f"\"{key}: {value}\" is lower than minimum allowed value {self.min}."
for key, value in self.value.items() if value < self.min
]
if range_errors:
range_errors = [f"For option {getattr(self, 'display_name', self)}:"] + range_errors
raise OptionError("\n".join(range_errors))
class ItemDict(OptionCounter):
class ItemDict(OptionDict):
verify_item_name = 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}
def __init__(self, value: typing.Dict[str, int]):
if any(item_count is None for item_count in value.values()):
raise Exception("Items must have counts associated with them. Please provide positive integer values in the format \"item\": count .")
if any(item_count < 1 for item_count in value.values()):
raise Exception("Cannot have non-positive item counts.")
super(ItemDict, self).__init__(value)
@@ -1025,7 +984,7 @@ class PlandoTexts(Option[typing.List[PlandoText]], VerifyKeys):
if isinstance(data, typing.Iterable):
for text in data:
if isinstance(text, typing.Mapping):
if roll_percentage(text.get("percentage", 100)):
if random.random() < float(text.get("percentage", 100)/100):
at = text.get("at", None)
if at is not None:
if isinstance(at, dict):
@@ -1051,7 +1010,7 @@ class PlandoTexts(Option[typing.List[PlandoText]], VerifyKeys):
else:
raise OptionError("\"at\" must be a valid string or weighted list of strings!")
elif isinstance(text, PlandoText):
if roll_percentage(text.percentage):
if random.random() < float(text.percentage/100):
texts.append(text)
else:
raise Exception(f"Cannot create plando text from non-dictionary type, got {type(text)}")
@@ -1175,7 +1134,7 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
for connection in data:
if isinstance(connection, typing.Mapping):
percentage = connection.get("percentage", 100)
if roll_percentage(percentage):
if random.random() < float(percentage / 100):
entrance = connection.get("entrance", None)
if is_iterable_except_str(entrance):
entrance = random.choice(sorted(entrance))
@@ -1193,7 +1152,7 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
percentage
))
elif isinstance(connection, PlandoConnection):
if roll_percentage(connection.percentage):
if random.random() < float(connection.percentage / 100):
value.append(connection)
else:
raise Exception(f"Cannot create connection from non-Dict type, got {type(connection)}.")
@@ -1298,47 +1257,42 @@ class CommonOptions(metaclass=OptionsMetaProperty):
progression_balancing: ProgressionBalancing
accessibility: Accessibility
def as_dict(
self,
*option_names: str,
casing: typing.Literal["snake", "camel", "pascal", "kebab"] = "snake",
toggles_as_bools: bool = False,
) -> dict[str, typing.Any]:
def as_dict(self,
*option_names: str,
casing: typing.Literal["snake", "camel", "pascal", "kebab"] = "snake",
toggles_as_bools: bool = False) -> typing.Dict[str, typing.Any]:
"""
Returns a dictionary of [str, Option.value]
:param option_names: Names of the options to get the values of.
:param casing: Casing of the keys to return. Supports `snake`, `camel`, `pascal`, `kebab`.
:param toggles_as_bools: Whether toggle options should be returned as bools instead of ints.
:return: A dictionary of each option name to the value of its Option. If the option is an OptionSet, the value
will be returned as a sorted list.
:param option_names: names of the options to return
:param casing: case of the keys to return. Supports `snake`, `camel`, `pascal`, `kebab`
:param toggles_as_bools: whether toggle options should be output as bools instead of strings
"""
assert option_names, "options.as_dict() was used without any option names."
option_results = {}
for option_name in option_names:
if option_name not in type(self).type_hints:
raise ValueError(f"{option_name} not found in {tuple(type(self).type_hints)}")
if casing == "snake":
display_name = option_name
elif casing == "camel":
split_name = [name.title() for name in option_name.split("_")]
split_name[0] = split_name[0].lower()
display_name = "".join(split_name)
elif casing == "pascal":
display_name = "".join([name.title() for name in option_name.split("_")])
elif casing == "kebab":
display_name = option_name.replace("_", "-")
if option_name in type(self).type_hints:
if casing == "snake":
display_name = option_name
elif casing == "camel":
split_name = [name.title() for name in option_name.split("_")]
split_name[0] = split_name[0].lower()
display_name = "".join(split_name)
elif casing == "pascal":
display_name = "".join([name.title() for name in option_name.split("_")])
elif casing == "kebab":
display_name = option_name.replace("_", "-")
else:
raise ValueError(f"{casing} is invalid casing for as_dict. "
"Valid names are 'snake', 'camel', 'pascal', 'kebab'.")
value = getattr(self, option_name).value
if isinstance(value, set):
value = sorted(value)
elif toggles_as_bools and issubclass(type(self).type_hints[option_name], Toggle):
value = bool(value)
option_results[display_name] = value
else:
raise ValueError(f"{casing} is invalid casing for as_dict. "
"Valid names are 'snake', 'camel', 'pascal', 'kebab'.")
value = getattr(self, option_name).value
if isinstance(value, set):
value = sorted(value)
elif toggles_as_bools and issubclass(type(self).type_hints[option_name], Toggle):
value = bool(value)
option_results[display_name] = value
raise ValueError(f"{option_name} not found in {tuple(type(self).type_hints)}")
return option_results
@@ -1359,7 +1313,6 @@ class StartInventory(ItemDict):
verify_item_name = True
display_name = "Start Inventory"
rich_text_doc = True
max = 10000
class StartInventoryPool(StartInventory):
@@ -1475,131 +1428,6 @@ class ItemLinks(OptionList):
link["item_pool"] = list(pool)
@dataclass(frozen=True)
class PlandoItem:
items: list[str] | dict[str, typing.Any]
locations: list[str]
world: int | str | bool | None | typing.Iterable[str] | set[int] = False
from_pool: bool = True
force: bool | typing.Literal["silent"] = "silent"
count: int | bool | dict[str, int] = False
percentage: int = 100
class PlandoItems(Option[typing.List[PlandoItem]]):
"""Generic items plando."""
default = ()
supports_weighting = False
display_name = "Plando Items"
def __init__(self, value: typing.Iterable[PlandoItem]) -> None:
self.value = list(deepcopy(value))
super().__init__()
@classmethod
def from_any(cls, data: typing.Any) -> Option[typing.List[PlandoItem]]:
if not isinstance(data, typing.Iterable):
raise OptionError(f"Cannot create plando items from non-Iterable type, got {type(data)}")
value: typing.List[PlandoItem] = []
for item in data:
if isinstance(item, typing.Mapping):
percentage = item.get("percentage", 100)
if not isinstance(percentage, int):
raise OptionError(f"Plando `percentage` has to be int, not {type(percentage)}.")
if not (0 <= percentage <= 100):
raise OptionError(f"Plando `percentage` has to be between 0 and 100 (inclusive) not {percentage}.")
if roll_percentage(percentage):
count = item.get("count", False)
items = item.get("items", [])
if not items:
items = item.get("item", None) # explicitly throw an error here if not present
if not items:
raise OptionError("You must specify at least one item to place items with plando.")
count = 1
if isinstance(items, str):
items = [items]
elif not isinstance(items, (dict, list)):
raise OptionError(f"Plando 'items' has to be string, list, or "
f"dictionary, not {type(items)}")
locations = item.get("locations", [])
if not locations:
locations = item.get("location", ["Everywhere"])
if locations:
count = 1
if isinstance(locations, str):
locations = [locations]
if not isinstance(locations, list):
raise OptionError(f"Plando `location` has to be string or list, not {type(locations)}")
world = item.get("world", False)
from_pool = item.get("from_pool", True)
force = item.get("force", "silent")
if not isinstance(from_pool, bool):
raise OptionError(f"Plando 'from_pool' has to be true or false, not {from_pool!r}.")
if not (isinstance(force, bool) or force == "silent"):
raise OptionError(f"Plando `force` has to be true or false or `silent`, not {force!r}.")
value.append(PlandoItem(items, locations, world, from_pool, force, count, percentage))
elif isinstance(item, PlandoItem):
if roll_percentage(item.percentage):
value.append(item)
else:
raise OptionError(f"Cannot create plando item from non-Dict type, got {type(item)}.")
return cls(value)
def verify(self, world: typing.Type[World], player_name: str, plando_options: "PlandoOptions") -> None:
if not self.value:
return
from BaseClasses import PlandoOptions
if not (PlandoOptions.items & plando_options):
# plando is disabled but plando options were given so overwrite the options
self.value = []
logging.warning(f"The plando items module is turned off, "
f"so items for {player_name} will be ignored.")
else:
# filter down item groups
for plando in self.value:
# confirm a valid count
if isinstance(plando.count, dict):
if "min" in plando.count and "max" in plando.count:
if plando.count["min"] > plando.count["max"]:
raise OptionError("Plando cannot have count `min` greater than `max`.")
items_copy = plando.items.copy()
if isinstance(plando.items, dict):
for item in items_copy:
if item in world.item_name_groups:
value = plando.items.pop(item)
group = world.item_name_groups[item]
filtered_items = sorted(group.difference(list(plando.items.keys())))
if not filtered_items:
raise OptionError(f"Plando `items` contains the group \"{item}\" "
f"and every item in it. This is not allowed.")
if value is True:
for key in filtered_items:
plando.items[key] = True
else:
for key in random.choices(filtered_items, k=value):
plando.items[key] = plando.items.get(key, 0) + 1
else:
assert isinstance(plando.items, list) # pycharm can't figure out the hinting without the hint
for item in items_copy:
if item in world.item_name_groups:
plando.items.remove(item)
plando.items.extend(sorted(world.item_name_groups[item]))
@classmethod
def get_option_name(cls, value: list[PlandoItem]) -> str:
return ", ".join(["(%s: %s)" % (item.items, item.locations) for item in value]) #TODO: see what a better way to display would be
def __getitem__(self, index: typing.SupportsIndex) -> PlandoItem:
return self.value.__getitem__(index)
def __iter__(self) -> typing.Iterator[PlandoItem]:
yield from self.value
def __len__(self) -> int:
return len(self.value)
class Removed(FreeText):
"""This Option has been Removed."""
rich_text_doc = True
@@ -1622,7 +1450,6 @@ class PerGameCommonOptions(CommonOptions):
exclude_locations: ExcludeLocations
priority_locations: PriorityLocations
item_links: ItemLinks
plando_items: PlandoItems
@dataclass

View File

@@ -9,6 +9,7 @@ Currently, the following games are supported:
* Factorio
* Minecraft
* Subnautica
* Slay the Spire
* Risk of Rain 2
* The Legend of Zelda: Ocarina of Time
* Timespinner
@@ -62,6 +63,7 @@ Currently, the following games are supported:
* TUNIC
* Kirby's Dream Land 3
* Celeste 64
* Zork Grand Inquisitor
* Castlevania 64
* A Short Hike
* Yoshi's Island

View File

@@ -47,7 +47,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self)
__version__ = "0.6.2"
__version__ = "0.6.0"
version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux")
@@ -114,8 +114,6 @@ def cache_self1(function: typing.Callable[[S, T], RetType]) -> typing.Callable[[
cache[arg] = res
return res
wrap.__defaults__ = function.__defaults__
return wrap
@@ -139,11 +137,8 @@ def local_path(*path: str) -> str:
local_path.cached_path = os.path.dirname(os.path.abspath(sys.argv[0]))
else:
import __main__
if globals().get("__file__") and os.path.isfile(__file__):
if hasattr(__main__, "__file__") and os.path.isfile(__main__.__file__):
# we are running in a normal Python environment
local_path.cached_path = os.path.dirname(os.path.abspath(__file__))
elif hasattr(__main__, "__file__") and os.path.isfile(__main__.__file__):
# we are running in a normal Python environment, but AP was imported weirdly
local_path.cached_path = os.path.dirname(os.path.abspath(__main__.__file__))
else:
# pray
@@ -432,9 +427,6 @@ class RestrictedUnpickler(pickle.Unpickler):
def find_class(self, module: str, name: str) -> type:
if module == "builtins" and name in safe_builtins:
return getattr(builtins, name)
# used by OptionCounter
if module == "collections" and name == "Counter":
return collections.Counter
# used by MultiServer -> savegame/multidata
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint",
"SlotType", "NetworkSlot", "HintStatus"}:
@@ -638,8 +630,6 @@ def get_fuzzy_results(input_word: str, word_list: typing.Collection[str], limit:
import jellyfish
def get_fuzzy_ratio(word1: str, word2: str) -> float:
if word1 == word2:
return 1.01
return (1 - jellyfish.damerau_levenshtein_distance(word1.lower(), word2.lower())
/ max(len(word1), len(word2)))
@@ -660,10 +650,8 @@ def get_intended_text(input_text: str, possible_answers) -> typing.Tuple[str, bo
picks = get_fuzzy_results(input_text, possible_answers, limit=2)
if len(picks) > 1:
dif = picks[0][1] - picks[1][1]
if picks[0][1] == 101:
if picks[0][1] == 100:
return picks[0][0], True, "Perfect Match"
elif picks[0][1] == 100:
return picks[0][0], True, "Case Insensitive Perfect Match"
elif picks[0][1] < 75:
return picks[0][0], False, f"Didn't find something that closely matches '{input_text}', " \
f"did you mean '{picks[0][0]}'? ({picks[0][1]}% sure)"

View File

@@ -214,11 +214,17 @@ class WargrooveContext(CommonContext):
def run_gui(self):
"""Import kivy UI system and start running it as self.ui_task."""
from kvui import GameManager, HoverBehavior, ServerToolTip
from kivymd.uix.tab import MDTabsItem, MDTabsItemText
from kivy.uix.tabbedpanel import TabbedPanelItem
from kivy.lang import Builder
from kivy.uix.button import Button
from kivy.uix.togglebutton import ToggleButton
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.gridlayout import GridLayout
from kivy.uix.image import AsyncImage, Image
from kivy.uix.stacklayout import StackLayout
from kivy.uix.label import Label
from kivy.properties import ColorProperty
from kivy.uix.image import Image
import pkgutil
class TrackerLayout(BoxLayout):

View File

@@ -28,6 +28,6 @@ def get_seeds():
response.append({
"seed_id": seed.id,
"creation_time": seed.creation_time,
"players": get_players(seed),
"players": get_players(seed.slots),
})
return jsonify(response)

View File

@@ -9,7 +9,7 @@ from threading import Event, Thread
from typing import Any
from uuid import UUID
from pony.orm import db_session, select, commit, PrimaryKey
from pony.orm import db_session, select, commit
from Utils import restricted_loads
from .locker import Locker, AlreadyRunningException
@@ -36,21 +36,12 @@ def handle_generation_failure(result: BaseException):
logging.exception(e)
def _mp_gen_game(gen_options: dict, meta: dict[str, Any] | None = None, owner=None, sid=None) -> PrimaryKey | None:
from setproctitle import setproctitle
setproctitle(f"Generator ({sid})")
res = gen_game(gen_options, meta=meta, owner=owner, sid=sid)
setproctitle(f"Generator (idle)")
return res
def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
try:
meta = json.loads(generation.meta)
options = restricted_loads(generation.options)
logging.info(f"Generating {generation.id} for {len(options)} players")
pool.apply_async(_mp_gen_game, (options,),
pool.apply_async(gen_game, (options,),
{"meta": meta,
"sid": generation.id,
"owner": generation.owner},
@@ -64,10 +55,6 @@ def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
def init_generator(config: dict[str, Any]) -> None:
from setproctitle import setproctitle
setproctitle("Generator (idle)")
try:
import resource
except ModuleNotFoundError:

View File

@@ -227,9 +227,6 @@ def set_up_logging(room_id) -> logging.Logger:
def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
cert_file: typing.Optional[str], cert_key_file: typing.Optional[str],
host: str, rooms_to_run: multiprocessing.Queue, rooms_shutting_down: multiprocessing.Queue):
from setproctitle import setproctitle
setproctitle(name)
Utils.init_logging(name)
try:
import resource
@@ -250,23 +247,8 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
raise Exception("Worlds system should not be loaded in the custom server.")
import gc
if not cert_file:
def get_ssl_context():
return None
else:
load_date = None
ssl_context = load_server_cert(cert_file, cert_key_file)
def get_ssl_context():
nonlocal load_date, ssl_context
today = datetime.date.today()
if load_date != today:
ssl_context = load_server_cert(cert_file, cert_key_file)
load_date = today
return ssl_context
del ponyconfig
ssl_context = load_server_cert(cert_file, cert_key_file) if cert_file else None
del cert_file, cert_key_file, ponyconfig
gc.collect() # free intermediate objects used during setup
loop = asyncio.get_event_loop()
@@ -281,12 +263,12 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
assert ctx.server is None
try:
ctx.server = websockets.serve(
functools.partial(server, ctx=ctx), ctx.host, ctx.port, ssl=get_ssl_context())
functools.partial(server, ctx=ctx), ctx.host, ctx.port, ssl=ssl_context)
await ctx.server
except OSError: # likely port in use
ctx.server = websockets.serve(
functools.partial(server, ctx=ctx), ctx.host, 0, ssl=get_ssl_context())
functools.partial(server, ctx=ctx), ctx.host, 0, ssl=ssl_context)
await ctx.server
port = 0

View File

@@ -135,7 +135,6 @@ def gen_game(gen_options: dict, meta: Optional[Dict[str, Any]] = None, owner=Non
{"bosses", "items", "connections", "texts"}))
erargs.skip_prog_balancing = False
erargs.skip_output = False
erargs.spoiler_only = False
erargs.csv_output = False
name_counter = Counter()

View File

@@ -35,12 +35,6 @@ def start_playing():
@app.route('/games/<string:game>/info/<string:lang>')
@cache.cached()
def game_info(game, lang):
try:
world = AutoWorldRegister.world_types[game]
if lang not in world.web.game_info_languages:
raise KeyError("Sorry, this game's info page is not available in that language yet.")
except KeyError:
return abort(404)
return render_template('gameInfo.html', game=game, lang=lang, theme=get_world_theme(game))
@@ -58,12 +52,6 @@ def games():
@app.route('/tutorial/<string:game>/<string:file>/<string:lang>')
@cache.cached()
def tutorial(game, file, lang):
try:
world = AutoWorldRegister.world_types[game]
if lang not in [tut.link.split("/")[1] for tut in world.web.tutorials]:
raise KeyError("Sorry, the tutorial is not available in that language yet.")
except KeyError:
return abort(404)
return render_template("tutorial.html", game=game, file=file, lang=lang, theme=get_world_theme(game))

View File

@@ -6,7 +6,7 @@ from typing import Dict, Union
from docutils.core import publish_parts
import yaml
from flask import redirect, render_template, request, Response, abort
from flask import redirect, render_template, request, Response
import Options
from Utils import local_path
@@ -108,7 +108,7 @@ def option_presets(game: str) -> Response:
f"Expected {option.special_range_names.keys()} or {option.range_start}-{option.range_end}."
presets[preset_name][preset_option_name] = option.value
elif isinstance(option, (Options.Range, Options.OptionSet, Options.OptionList, Options.OptionCounter)):
elif isinstance(option, (Options.Range, Options.OptionSet, Options.OptionList, Options.ItemDict)):
presets[preset_name][preset_option_name] = option.value
elif isinstance(preset_option, str):
# Ensure the option value is valid for Choice and Toggle options
@@ -142,10 +142,7 @@ def weighted_options_old():
@app.route("/games/<string:game>/weighted-options")
@cache.cached()
def weighted_options(game: str):
try:
return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
except KeyError:
return abort(404)
return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
@app.route("/games/<string:game>/generate-weighted-yaml", methods=["POST"])
@@ -200,10 +197,7 @@ def generate_weighted_yaml(game: str):
@app.route("/games/<string:game>/player-options")
@cache.cached()
def player_options(game: str):
try:
return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
except KeyError:
return abort(404)
return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
# YAML generator for player-options
@@ -222,7 +216,7 @@ def generate_yaml(game: str):
for key, val in options.copy().items():
key_parts = key.rsplit("||", 2)
# Detect and build OptionCounter options from their name pattern
# Detect and build ItemDict options from their name pattern
if key_parts[-1] == "qty":
if key_parts[0] not in options:
options[key_parts[0]] = {}

View File

@@ -9,4 +9,3 @@ bokeh>=3.6.3
markupsafe>=3.0.2
Markdown>=3.7
mdx-breakless-lists>=1.0.1
setproctitle>=1.3.5

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,5 +1,4 @@
{% extends 'pageWrapper.html' %}
{% set show_footer = True %}
{% block head %}
<title>Upload Multidata</title>
@@ -17,9 +16,7 @@
This page allows you to host a game which was not generated by the website. For example, if you have
generated a game on your own computer, you may upload the zip file created by the generator to
host the game here. This will also provide a tracker, and the ability for your players to download
their patch files if the game is core-verified. For Custom Games, you can find the patch files in
the output .zip file you are uploading here. You need to manually distribute those patch files to
your players.
their patch files.
</p>
<p>In addition to the zip file created by the generator, you may upload a multidata file here as well.</p>
<div id="host-game-form-wrapper">
@@ -30,4 +27,6 @@
</div>
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

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

View File

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

View File

@@ -111,19 +111,10 @@
</div>
{% endmacro %}
{% macro OptionCounter(option_name, option) %}
{% set relevant_keys = option.valid_keys %}
{% if not relevant_keys %}
{% if option.verify_item_name %}
{% set relevant_keys = world.item_names %}
{% elif option.verify_location_name %}
{% set relevant_keys = world.location_names %}
{% endif %}
{% endif %}
{% macro ItemDict(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for item_name in (relevant_keys if relevant_keys is ordered else relevant_keys|sort) %}
{% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
<div class="option-entry">
<label for="{{ option_name }}-{{ item_name }}-qty">{{ item_name }}</label>
<input type="number" id="{{ option_name }}-{{ item_name }}-qty" name="{{ option_name }}||{{ item_name }}||qty" value="{{ option.default[item_name]|default("0") }}" data-option-name="{{ option_name }}" data-item-name="{{ item_name }}" />

View File

@@ -93,10 +93,8 @@
{% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.OptionCounter) and (
option.valid_keys or option.verify_item_name or option.verify_location_name
) %}
{{ inputs.OptionCounter(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}
@@ -135,10 +133,8 @@
{% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.OptionCounter) and (
option.valid_keys or option.verify_item_name or option.verify_location_name
) %}
{{ inputs.OptionCounter(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}

View File

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

View File

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

View File

@@ -29,8 +29,7 @@
<div id="user-content-wrapper" class="markdown">
<div id="user-content" class="grass-island">
<h1>User Content</h1>
Below is a list of all the content you have generated on this site. Rooms and seeds are listed separately.<br/>
Sessions can be saved or synced across devices using the <a href="{{url_for('show_session')}}">Sessions Page.</a>
Below is a list of all the content you have generated on this site. Rooms and seeds are listed separately.
<h2>Your Rooms</h2>
{% if rooms %}

View File

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

View File

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

View File

@@ -113,18 +113,9 @@
{{ TextChoice(option_name, option) }}
{% endmacro %}
{% macro OptionCounter(option_name, option, world) %}
{% set relevant_keys = option.valid_keys %}
{% if not relevant_keys %}
{% if option.verify_item_name %}
{% set relevant_keys = world.item_names %}
{% elif option.verify_location_name %}
{% set relevant_keys = world.location_names %}
{% endif %}
{% endif %}
{% macro ItemDict(option_name, option, world) %}
<div class="dict-container">
{% for item_name in (relevant_keys if relevant_keys is ordered else relevant_keys|sort) %}
{% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
<div class="dict-entry">
<label for="{{ option_name }}-{{ item_name }}-qty">{{ item_name }}</label>
<input

View File

@@ -83,10 +83,8 @@
{% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.OptionCounter) and (
option.valid_keys or option.verify_item_name or option.verify_location_name
) %}
{{ inputs.OptionCounter(option_name, option, world) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option, world) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}

View File

@@ -14,60 +14,23 @@
salmon: "FA8072" # typically trap item
white: "FFFFFF" # not used, if you want to change the generic text color change color in Label
orange: "FF7700" # Used for command echo
# KivyMD theming parameters
theme_style: "Dark" # Light/Dark
primary_palette: "Lightsteelblue" # Many options
dynamic_scheme_name: "VIBRANT"
dynamic_scheme_contrast: 0.0
<MDLabel>:
color: self.theme_cls.primaryColor
<BaseButton>:
ripple_color: app.theme_cls.primaryColor
ripple_duration_in_fast: 0.2
<MDTabsItemBase>:
ripple_color: app.theme_cls.primaryColor
ripple_duration_in_fast: 0.2
<Label>:
color: "FFFFFF"
<TabbedPanel>:
tab_width: root.width / app.tab_count
<TooltipLabel>:
adaptive_height: True
theme_font_size: "Custom"
font_size: "20dp"
text_size: self.width, None
size_hint_y: None
height: self.texture_size[1]
font_size: dp(20)
markup: True
halign: "left"
<SelectableLabel>:
size_hint: 1, None
theme_text_color: "Custom"
text_color: 1, 1, 1, 1
canvas.before:
Color:
rgba: (self.theme_cls.primaryColor[0], self.theme_cls.primaryColor[1], self.theme_cls.primaryColor[2], .3) if self.selected else self.theme_cls.surfaceContainerLowestColor
rgba: (.0, 0.9, .1, .3) if self.selected else (0.2, 0.2, 0.2, 1)
Rectangle:
size: self.size
pos: self.pos
<MarkupDropdownItem>
orientation: "vertical"
MDLabel:
text: root.text
valign: "center"
padding_x: "12dp"
shorten: True
shorten_from: "right"
theme_text_color: "Custom"
markup: True
text_color:
app.theme_cls.onSurfaceVariantColor \
if not root.text_color else \
root.text_color
MDDivider:
md_bg_color:
( \
app.theme_cls.outlineVariantColor \
if not root.divider_color \
else root.divider_color \
) \
if root.divider else \
(0, 0, 0, 0)
<UILog>:
messages: 1000 # amount of messages stored in client logs.
cols: 1
@@ -86,7 +49,7 @@
<HintLabel>:
canvas.before:
Color:
rgba: (.0, 0.9, .1, .3) if self.selected else self.theme_cls.surfaceContainerHighColor if self.striped else self.theme_cls.surfaceContainerLowColor
rgba: (.0, 0.9, .1, .3) if self.selected else (0.2, 0.2, 0.2, 1) if self.striped else (0.18, 0.18, 0.18, 1)
Rectangle:
size: self.size
pos: self.pos
@@ -163,12 +126,9 @@
<ToolTip>:
size: self.texture_size
size_hint: None, None
theme_font_size: "Custom"
font_size: dp(18)
pos_hint: {'center_y': 0.5, 'center_x': 0.5}
halign: "left"
theme_text_color: "Custom"
text_color: (1, 1, 1, 1)
canvas.before:
Color:
rgba: 0.2, 0.2, 0.2, 1
@@ -187,38 +147,8 @@
rectangle: self.x-2, self.y-2, self.width+4, self.height+4
<ServerToolTip>:
pos_hint: {'center_y': 0.5, 'center_x': 0.5}
<AutocompleteHintInput>:
<AutocompleteHintInput>
size_hint_y: None
height: "30dp"
height: dp(30)
multiline: False
write_tab: False
pos_hint: {"center_x": 0.5, "center_y": 0.5}
<ConnectBarTextInput>:
height: "30dp"
multiline: False
write_tab: False
role: "medium"
size_hint_y: None
pos_hint: {"center_x": 0.5, "center_y": 0.5}
<CommandPromptTextInput>:
size_hint_y: None
height: "30dp"
multiline: False
write_tab: False
pos_hint: {"center_x": 0.5, "center_y": 0.5}
<MessageBoxLabel>:
theme_text_color: "Custom"
text_color: 1, 1, 1, 1
<ScrollBox>:
layout: layout
bar_width: "12dp"
scroll_wheel_distance: 40
do_scroll_x: False
scroll_type: ['bars', 'content']
MDBoxLayout:
id: layout
orientation: "vertical"
spacing: 10
size_hint_y: None
height: self.minimum_height

View File

@@ -1,161 +0,0 @@
<LauncherCard>:
id: main
style: "filled"
padding: "4dp"
size_hint: 1, None
height: "75dp"
context_button: context
focus_behavior: False
MDRelativeLayout:
ApAsyncImage:
source: main.image
size: (48, 48)
size_hint: None, None
pos_hint: {"center_x": 0.1, "center_y": 0.5}
MDLabel:
text: main.component.display_name
pos_hint:{"center_x": 0.5, "center_y": 0.75 if main.component.description else 0.65}
halign: "center"
font_style: "Title"
role: "medium"
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDLabel:
text: main.component.description
pos_hint: {"center_x": 0.5, "center_y": 0.35}
halign: "center"
role: "small"
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDIconButton:
component: main.component
icon: "star" if self.component.display_name in app.favorites else "star-outline"
style: "standard"
pos_hint:{"center_x": 0.85, "center_y": 0.8}
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
detect_visible: False
on_release: app.set_favorite(self)
MDIconButton:
id: context
icon: "menu"
style: "standard"
pos_hint:{"center_x": 0.95, "center_y": 0.8}
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
detect_visible: False
MDButton:
pos_hint:{"center_x": 0.9, "center_y": 0.25}
size_hint_y: None
height: "25dp"
component: main.component
on_release: app.component_action(self)
detect_visible: False
MDButtonText:
text: "Open"
#:import Type worlds.LauncherComponents.Type
MDFloatLayout:
id: top_screen
MDGridLayout:
id: grid
cols: 2
spacing: "5dp"
padding: "10dp"
MDGridLayout:
id: navigation
cols: 1
size_hint_x: 0.25
MDButton:
id: all
style: "text"
type: (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "asterisk"
MDButtonText:
text: "All"
MDButton:
id: client
style: "text"
type: (Type.CLIENT, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "controller"
MDButtonText:
text: "Client"
MDButton:
id: Tool
style: "text"
type: (Type.TOOL, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "desktop-classic"
MDButtonText:
text: "Tool"
MDButton:
id: adjuster
style: "text"
type: (Type.ADJUSTER, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "wrench"
MDButtonText:
text: "Adjuster"
MDButton:
id: misc
style: "text"
type: (Type.MISC, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "dots-horizontal-circle-outline"
MDButtonText:
text: "Misc"
MDButton:
id: favorites
style: "text"
type: ("favorites", )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "star"
MDButtonText:
text: "Favorites"
MDNavigationDrawerDivider:
MDGridLayout:
id: main_layout
cols: 1
spacing: "10dp"
MDTextField:
id: search_box
mode: "outlined"
set_text: app.filter_clients_by_name
MDTextFieldLeadingIcon:
icon: "magnify"
MDTextFieldHintText:
text: "Search"
ScrollBox:
id: button_layout

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View File

@@ -184,6 +184,9 @@
# Secret of Evermore
/worlds/soe/ @black-sliver
# Slay the Spire
/worlds/spire/ @KonoTyran
# Stardew Valley
/worlds/stardew_valley/ @agilbert1412
@@ -229,6 +232,10 @@
# Zillion
/worlds/zillion/ @beauxq
# Zork Grand Inquisitor
/worlds/zork_grand_inquisitor/ @nbrochu
## Active Unmaintained Worlds
# The following worlds in this repo are currently unmaintained, but currently still work in core. If any update breaks

View File

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

View File

@@ -8,11 +8,7 @@ including [Contributing](contributing.md), [Adding Games](<adding games.md>), an
### My game has a restrictive start that leads to fill errors
A "restrictive start" here means having a combination of very few sphere 1 locations and potentially requiring more
than one item to get a player to sphere 2.
One way to fix this is to hint to the Generator that an item needs to be in sphere one with local_early_items.
Here, `1` represents the number of "Sword" items the Generator will attempt to place in sphere one.
Hint to the Generator that an item needs to be in sphere one with local_early_items. Here, `1` represents the number of "Sword" items to attempt to place in sphere one.
```py
early_item_name = "Sword"
self.multiworld.local_early_items[self.player][early_item_name] = 1
@@ -22,19 +18,15 @@ Some alternative ways to try to fix this problem are:
* Add more locations to sphere one of your world, potentially only when there would be a restrictive start
* Pre-place items yourself, such as during `create_items`
* Put items into the player's starting inventory using `push_precollected`
* Raise an exception, such as an `OptionError` during `generate_early`, to disallow options that would lead to a
restrictive start
* Raise an exception, such as an `OptionError` during `generate_early`, to disallow options that would lead to a restrictive start
---
### I have multiple options that change the item/location pool counts and need to make sure I am not submitting more/fewer items than locations
### I have multiple settings that change the item/location pool counts and need to balance them out
In an ideal situation your system for producing locations and items wouldn't leave any opportunity for them to be
unbalanced. But in real, complex situations, that might be unfeasible.
In an ideal situation your system for producing locations and items wouldn't leave any opportunity for them to be unbalanced. But in real, complex situations, that might be unfeasible.
If that's the case, you can create extra filler based on the difference between your unfilled locations and your
itempool by comparing [get_unfilled_locations](https://github.com/ArchipelagoMW/Archipelago/blob/main/BaseClasses.py#:~:text=get_unfilled_locations)
to your list of items to submit
If that's the case, you can create extra filler based on the difference between your unfilled locations and your itempool by comparing [get_unfilled_locations](https://github.com/ArchipelagoMW/Archipelago/blob/main/BaseClasses.py#:~:text=get_unfilled_locations) to your list of items to submit
Note: to use self.create_filler(), self.get_filler_item_name() should be defined to only return valid filler item names
```py
@@ -47,8 +39,7 @@ for _ in range(total_locations - len(item_pool)):
self.multiworld.itempool += item_pool
```
A faster alternative to the `for` loop would be to use a
[list comprehension](https://docs.python.org/3/tutorial/datastructures.html#list-comprehensions):
A faster alternative to the `for` loop would be to use a [list comprehension](https://docs.python.org/3/tutorial/datastructures.html#list-comprehensions):
```py
item_pool += [self.create_filler() for _ in range(total_locations - len(item_pool))]
```
@@ -57,86 +48,21 @@ item_pool += [self.create_filler() for _ in range(total_locations - len(item_poo
### I learned about indirect conditions in the world API document, but I want to know more. What are they and why are they necessary?
The world API document mentions how to use `multiworld.register_indirect_condition` to register indirect conditions and
**when** you should use them, but not *how* they work and *why* they are necessary. This is because the explanation is
quite complicated.
The world API document mentions how to use `multiworld.register_indirect_condition` to register indirect conditions and **when** you should use them, but not *how* they work and *why* they are necessary. This is because the explanation is quite complicated.
Region sweep (the algorithm that determines which regions are reachable) is a Breadth-First Search of the region graph.
It starts from the origin region, checks entrances one by one, and adds newly reached regions and their entrances to
the queue until there is nothing more to check.
Region sweep (the algorithm that determines which regions are reachable) is a Breadth-First Search of the region graph. It starts from the origin region, checks entrances one by one, and adds newly reached regions and their entrances to the queue until there is nothing more to check.
For performance reasons, AP only checks every entrance once. However, if an entrance's access_rule depends on region
access, then the following may happen:
1. The entrance is checked and determined to be nontraversable because the region in its access_rule hasn't been
reached yet during the graph search.
For performance reasons, AP only checks every entrance once. However, if an entrance's access_rule depends on region access, then the following may happen:
1. The entrance is checked and determined to be nontraversable because the region in its access_rule hasn't been reached yet during the graph search.
2. Then, the region in its access_rule is determined to be reachable.
This entrance *would* be in logic if it were rechecked, but it won't be rechecked this cycle.
To account for this case, AP would have to recheck all entrances every time a new region is reached until no new
regions are reached.
To account for this case, AP would have to recheck all entrances every time a new region is reached until no new regions are reached.
An indirect condition is how you can manually define that a specific entrance needs to be rechecked during region sweep
if a specific region is reached during it.
This keeps most of the performance upsides. Even in a game making heavy use of indirect conditions (ex: The Witness),
using them is significantly faster than just "rechecking each entrance until nothing new is found".
The reason entrance access rules using `location.can_reach` and `entrance.can_reach` are also affected is because they
call `region.can_reach` on their respective parent/source region.
An indirect condition is how you can manually define that a specific entrance needs to be rechecked during region sweep if a specific region is reached during it.
This keeps most of the performance upsides. Even in a game making heavy use of indirect conditions (ex: The Witness), using them is significantly faster than just "rechecking each entrance until nothing new is found".
The reason entrance access rules using `location.can_reach` and `entrance.can_reach` are also affected is because they call `region.can_reach` on their respective parent/source region.
We recognize it can feel like a trap since it will not alert you when you are missing an indirect condition,
and that some games have very complex access rules.
As of [PR #3682 (Core: Region handling customization)](https://github.com/ArchipelagoMW/Archipelago/pull/3682)
being merged, it is possible for a world to opt out of indirect conditions entirely, instead using the system of
checking each entrance whenever a region has been reached, although this does come with a performance cost.
Opting out of using indirect conditions should only be used by games that *really* need it. For most games, it should
be reasonable to know all entrance &rarr; region dependencies, making indirect conditions preferred because they are
much faster.
---
### I uploaded the generated output of my world to the webhost and webhost is erroring on corrupted multidata
The error `Could not load multidata. File may be corrupted or incompatible.` occurs when uploading a locally generated
file where there is an issue with the multidata contained within it. It may come with a description like
`(No module named 'worlds.myworld')` or `(global 'worlds.myworld.names.ItemNames' is forbidden)`
Pickling is a way to compress python objects such that they can be decompressed and be used to rebuild the
python objects. This means that if one of your custom class instances ends up in the multidata, the server would not
be able to load that custom class to decompress the data, which can fail either because the custom class is unknown
(because it cannot load your world module) or the class it's attempting to import to decompress is deemed unsafe.
Common situations where this can happen include:
* Using Option instances directly in slot_data. Ex: using `options.option_name` instead of `options.option_name.value`.
Also, consider using the `options.as_dict("option_name", "option_two")` helper.
* Using enums as Location/Item names in the datapackage. When building out `location_name_to_id` and `item_name_to_id`,
make sure that you are not using your enum class for either the names or ids in these mappings.
---
### Some locations are technically possible to check with few or no items, but they'd be very tedious or frustrating. How do worlds deal with this?
Sometimes the game can be modded to skip these locations or make them less tedious. But when this issue is due to a fundamental aspect of the game, then the general answer is "soft logic" (and its subtypes like "combat logic", "money logic", etc.). For example: you can logically require that a player have several helpful items before fighting the final boss, even if a skilled player technically needs no items to beat it. Randomizer logic should describe what's *fun* rather than what's technically possible.
Concrete examples of soft logic include:
- Defeating a boss might logically require health upgrades, damage upgrades, certain weapons, etc. that aren't strictly necessary.
- Entering a high-level area might logically require access to enough other parts of the game that checking other locations should naturally get the player to the soft-required level.
- Buying expensive shop items might logically require access to a place where you can quickly farm money, or logically require access to enough parts of the game that checking other locations should naturally generate enough money without grinding.
Remember that all items referenced by logic (however hard or soft) must be `progression`. Since you typically don't want to turn a ton of `filler` items into `progression` just for this, it's common to e.g. write money logic using only the rare "$100" item, so the dozens of "$1" and "$10" items in your world can remain `filler`.
---
### What if my game has "missable" or "one-time-only" locations or region connections?
Archipelago logic assumes that once a region or location becomes reachable, it stays reachable forever, no matter what
the player does in-game. Slightly more formally: Receiving an AP item must never cause a region connection or location
to "go out of logic" (become unreachable when it was previously reachable), and receiving AP items is the only kind of
state change that AP logic acknowledges. No other actions or events can change reachability.
So when the game itself does not follow this assumption, the options are:
- Modify the game to make that location/connection repeatable
- If there are both missable and repeatable ways to check the location/traverse the connection, then write logic for
only the repeatable ways
- Don't generate the missable location/connection at all
- For connections, any logical regions will still need to be reachable through other, *repeatable* connections
- For locations, this may require game changes to remove the vanilla item if it affects logic
- Decide that resetting the save file is part of the game's logic, and warn players about that
We recognize it can feel like a trap since it will not alert you when you are missing an indirect condition, and that some games have very complex access rules.
As of [PR #3682 (Core: Region handling customization)](https://github.com/ArchipelagoMW/Archipelago/pull/3682) being merged, it is possible for a world to opt out of indirect conditions entirely, instead using the system of checking each entrance whenever a region has been reached, although this does come with a performance cost.
Opting out of using indirect conditions should only be used by games that *really* need it. For most games, it should be reasonable to know all entrance &rarr; region dependencies, making indirect conditions preferred because they are much faster.

View File

@@ -117,6 +117,8 @@ flowchart LR
%% Java Based Games
subgraph Java
JM[Mod with Archipelago.MultiClient.Java]
STS[Slay the Spire]
JM <-- Mod the Spire --> STS
subgraph Minecraft
MCS[Minecraft Forge Server]
JMC[Any Java Minecraft Clients]

View File

@@ -470,7 +470,7 @@ The following operations can be applied to a datastorage key
| right_shift | Applies a bitwise right-shift to the current value of the key by `value`. |
| remove | List only: removes the first instance of `value` found in the list. |
| pop | List or Dict: for lists it will remove the index of the `value` given. for dicts it removes the element with the specified key of `value`. |
| update | List or Dict: Adds the elements of `value` to the container if they weren't already present. In the case of a Dict, already present keys will have their corresponding values updated. |
| update | Dict only: Updates the dictionary with the specified elements given in `value` creating new keys, or updating old ones if they previously existed. |
### SetNotify
Used to register your current session for receiving all [SetReply](#SetReply) packages of certain keys to allow your client to keep track of changes.
@@ -756,8 +756,8 @@ Tags are represented as a list of strings, the common client tags follow:
### DeathLink
A special kind of Bounce packet that can be supported by any AP game. It targets the tag "DeathLink" and carries the following data:
| Name | Type | Notes |
|--------|-------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| time | float | Unix Time Stamp of time of death. |
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, if the string is non-empty, it should contain the player name, ex. "Berserker was run over by a train." |
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |
| Name | Type | Notes |
|--------|-------|--------------------------------------------------------------------------------------------------------------------------------------------------------|
| time | float | Unix Time Stamp of time of death. |
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, this should contain the player name, ex. "Berserker was run over by a train." |
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |

View File

@@ -352,15 +352,8 @@ template. If you set a [Schema](https://pypi.org/project/schema/) on the class w
options system will automatically validate the user supplied data against the schema to ensure it's in the correct
format.
### OptionCounter
This is a special case of OptionDict where the dictionary values can only be integers.
It returns a [collections.Counter](https://docs.python.org/3/library/collections.html#collections.Counter).
This means that if you access a key that isn't present, its value will be 0.
The upside of using an OptionCounter (instead of an OptionDict with integer values) is that an OptionCounter can be
displayed on the Options page on WebHost.
### ItemDict
An OptionCounter that will verify that every key in the dictionary is a valid name for an item for your world.
Like OptionDict, except this will verify that every key in the dictionary is a valid name for an item for your world.
### OptionList
This option defines a List, where the user can add any number of strings to said list, allowing duplicate values. You

View File

@@ -11,13 +11,8 @@ found in the [general test directory](/test/general).
## Defining World Tests
In order to run tests from your world, you will need to create a `test` package within your world package. This can be
done by creating a `test` directory inside your world with an (empty) `__init__.py` inside it. By convention, a base
for your world tests can be created in `bases.py` or any file that does not start with `test`, that you can then import
into other modules. All tests should be defined in files named `test_*.py` (all lower case) and be member functions
(named `test_*`) of classes (named `Test*` or `*Test`) that inherit from `unittest.TestCase` or a test base.
Defining anything inside `test/__init__.py` is deprecated. Defining TestBase there was previously the norm; however,
it complicates test discovery because some worlds also put actual tests into `__init__.py`.
done by creating a `test` directory with a file named `__init__.py` inside it inside your world. By convention, a base
for your world tests can be created in this file that you can then import into other modules.
### WorldTestBase
@@ -26,7 +21,7 @@ interactions in the world interact as expected, you will want to use the [WorldT
comes with the basics for test setup as well as a few preloaded tests that most worlds might want to check on varying
options combinations.
Example `/worlds/<my_game>/test/bases.py`:
Example `/worlds/<my_game>/test/__init__.py`:
```python
from test.bases import WorldTestBase
@@ -54,7 +49,7 @@ with `test_`.
Example `/worlds/<my_game>/test/test_chest_access.py`:
```python
from .bases import MyGameTestBase
from . import MyGameTestBase
class TestChestAccess(MyGameTestBase):
@@ -124,12 +119,8 @@ variable to keep all the benefits of the test framework while not running the ma
#### Using Pycharm
In PyCharm, running all tests can be done by right-clicking the root test directory and selecting Run 'Archipelago Unittests'.
If you have never previously run ModuleUpdate.py, then you will need to do this once before the tests will run.
You can run ModuleUpdate.py by right-clicking ModuleUpdate.py and selecting `Run 'ModuleUpdate'`.
After running ModuleUpdate.py you may still get a `ModuleNotFoundError: No module named 'flask'` for the webhost tests.
If this happens, run WebHost.py by right-clicking it and selecting `Run 'WebHost'`. Make sure to press enter when prompted.
Unless you configured PyCharm to use pytest as a test runner, you may get import failures. To solve this,
edit the run configuration, and set the working directory to the Archipelago directory which contains all the project files.
Unless you configured PyCharm to use pytest as a test runner, you may get import failures. To solve this, 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 directory of your world in the worlds directory and the script should be the

View File

@@ -561,7 +561,7 @@ from .items import is_progression # this is just a dummy
def create_item(self, item: str) -> MyGameItem:
# this is called when AP wants to create an item by name (for plando, start inventory, item links) or when you call it from your own code
# this is called when AP wants to create an item by name (for plando) or when you call it from your own code
classification = ItemClassification.progression if is_progression(item) else ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item], self.player)
@@ -606,8 +606,8 @@ from .items import get_item_type
def set_rules(self) -> None:
# For some worlds this step can be omitted if either a Logic mixin
# (see below) is used or it's easier to apply the rules from data during
# location generation
# (see below) is used, it's easier to apply the rules from data during
# location generation or everything is in generate_basic
# set a simple rule for an region
set_rule(self.multiworld.get_entrance("Boss Door", self.player),

View File

@@ -50,15 +50,13 @@ class EntranceLookup:
_random: random.Random
_expands_graph_cache: dict[Entrance, bool]
_coupled: bool
_usable_exits: set[Entrance]
def __init__(self, rng: random.Random, coupled: bool, usable_exits: set[Entrance]):
def __init__(self, rng: random.Random, coupled: bool):
self.dead_ends = EntranceLookup.GroupLookup()
self.others = EntranceLookup.GroupLookup()
self._random = rng
self._expands_graph_cache = {}
self._coupled = coupled
self._usable_exits = usable_exits
def _can_expand_graph(self, entrance: Entrance) -> bool:
"""
@@ -97,8 +95,7 @@ class EntranceLookup:
# randomizable exits which are not reverse of the incoming entrance.
# uncoupled mode is an exception because in this case going back in the door you just came in could
# actually lead somewhere new
if (not exit_.connected_region and (not self._coupled or exit_.name != entrance.name)
and exit_ in self._usable_exits):
if not exit_.connected_region and (not self._coupled or exit_.name != entrance.name):
self._expands_graph_cache[entrance] = True
return True
elif exit_.connected_region and exit_.connected_region not in visited:
@@ -336,6 +333,7 @@ def randomize_entrances(
start_time = time.perf_counter()
er_state = ERPlacementState(world, coupled)
entrance_lookup = EntranceLookup(world.random, coupled)
# similar to fill, skip validity checks on entrances if the game is beatable on minimal accessibility
perform_validity_check = True
@@ -351,7 +349,6 @@ def randomize_entrances(
# used when membership checks are needed on the exit list, e.g. speculative sweep
exits_set = set(exits)
entrance_lookup = EntranceLookup(world.random, coupled, exits_set)
for entrance in er_targets:
entrance_lookup.add(entrance)

View File

@@ -45,8 +45,7 @@ MinVersion={#min_windows}
Name: "english"; MessagesFile: "compiler:Default.isl"
[Tasks]
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}";
Name: "deletelib"; Description: "Clean existing /lib folder and subfolders including /worlds (leave checked if unsure)"; Check: ShouldShowDeleteLibTask
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}";
[Types]
Name: "full"; Description: "Full installation"
@@ -84,8 +83,18 @@ Filename: "{app}\ArchipelagoLauncher"; Description: "{cm:LaunchProgram,{#StringC
Type: dirifempty; Name: "{app}"
[InstallDelete]
Type: files; Name: "{app}\*.exe"
Type: files; Name: "{app}\lib\worlds\_bizhawk.apworld"
Type: files; Name: "{app}\ArchipelagoLttPClient.exe"
Type: files; Name: "{app}\ArchipelagoPokemonClient.exe"
Type: files; Name: "{app}\data\lua\connector_pkmn_rb.lua"
Type: filesandordirs; Name: "{app}\lib\worlds\rogue-legacy"
Type: dirifempty; Name: "{app}\lib\worlds\rogue-legacy"
Type: files; Name: "{app}\lib\worlds\sc2wol.apworld"
Type: filesandordirs; Name: "{app}\lib\worlds\sc2wol"
Type: dirifempty; Name: "{app}\lib\worlds\sc2wol"
Type: filesandordirs; Name: "{app}\lib\worlds\bk_sudoku"
Type: dirifempty; Name: "{app}\lib\worlds\bk_sudoku"
Type: files; Name: "{app}\ArchipelagoLauncher(DEBUG).exe"
Type: filesandordirs; Name: "{app}\SNI\lua*"
Type: filesandordirs; Name: "{app}\EnemizerCLI*"
#include "installdelete.iss"
@@ -252,17 +261,3 @@ begin
Result := True;
end;
end;
function ShouldShowDeleteLibTask: Boolean;
begin
Result := DirExists(ExpandConstant('{app}\lib'));
end;
procedure CurStepChanged(CurStep: TSetupStep);
begin
if CurStep = ssInstall then
begin
if WizardIsTaskSelected('deletelib') then
DelTree(ExpandConstant('{app}\lib'), True, True, True);
end;
end;

618
kvui.py
View File

@@ -35,7 +35,8 @@ from kivy.config import Config
Config.set("input", "mouse", "mouse,disable_multitouch")
Config.set("kivy", "exit_on_escape", "0")
Config.set("graphics", "multisamples", "0") # multisamples crash old intel drivers
from kivymd.uix.divider import MDDivider
from kivy.app import App
from kivy.core.window import Window
from kivy.core.clipboard import Clipboard
from kivy.core.text.markup import MarkupLabel
@@ -43,34 +44,32 @@ from kivy.core.image import ImageLoader, ImageLoaderBase, ImageData
from kivy.base import ExceptionHandler, ExceptionManager
from kivy.clock import Clock
from kivy.factory import Factory
from kivy.properties import BooleanProperty, ObjectProperty, NumericProperty, StringProperty
from kivy.metrics import dp, sp
from kivy.properties import BooleanProperty, ObjectProperty, NumericProperty
from kivy.metrics import dp
from kivy.effects.scroll import ScrollEffect
from kivy.uix.widget import Widget
from kivy.uix.button import Button
from kivy.uix.gridlayout import GridLayout
from kivy.uix.layout import Layout
from kivy.uix.textinput import TextInput
from kivy.uix.scrollview import ScrollView
from kivy.uix.recycleview import RecycleView
from kivy.uix.tabbedpanel import TabbedPanel, TabbedPanelItem
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.label import Label
from kivy.uix.progressbar import ProgressBar
from kivy.uix.dropdown import DropDown
from kivy.utils import escape_markup
from kivy.lang import Builder
from kivy.uix.recycleview.views import RecycleDataViewBehavior
from kivy.uix.behaviors import FocusBehavior, ToggleButtonBehavior
from kivy.uix.behaviors import FocusBehavior
from kivy.uix.recycleboxlayout import RecycleBoxLayout
from kivy.uix.recycleview.layout import LayoutSelectionBehavior
from kivy.animation import Animation
from kivy.uix.popup import Popup
from kivy.uix.dropdown import DropDown
from kivy.uix.image import AsyncImage
from kivymd.app import MDApp
from kivymd.uix.gridlayout import MDGridLayout
from kivymd.uix.floatlayout import MDFloatLayout
from kivymd.uix.boxlayout import MDBoxLayout
from kivymd.uix.tab.tab import MDTabsSecondary, MDTabsItem, MDTabsItemText, MDTabsCarousel
from kivymd.uix.menu import MDDropdownMenu
from kivymd.uix.menu.menu import MDDropdownTextItem
from kivymd.uix.dropdownitem import MDDropDownItem, MDDropDownItemText
from kivymd.uix.button import MDButton, MDButtonText, MDButtonIcon, MDIconButton
from kivymd.uix.label import MDLabel, MDIcon
from kivymd.uix.recycleview import MDRecycleView
from kivymd.uix.textfield.textfield import MDTextField
from kivymd.uix.progressindicator import MDLinearProgressIndicator
from kivymd.uix.scrollview import MDScrollView
from kivymd.uix.tooltip import MDTooltip, MDTooltipPlain
fade_in_animation = Animation(opacity=0, duration=0) + Animation(opacity=1, duration=0.25)
@@ -87,113 +86,6 @@ else:
remove_between_brackets = re.compile(r"\[.*?]")
class ThemedApp(MDApp):
def set_colors(self):
text_colors = KivyJSONtoTextParser.TextColors()
self.theme_cls.theme_style = text_colors.theme_style
self.theme_cls.primary_palette = text_colors.primary_palette
self.theme_cls.dynamic_scheme_name = text_colors.dynamic_scheme_name
self.theme_cls.dynamic_scheme_contrast = text_colors.dynamic_scheme_contrast
class ImageIcon(MDButtonIcon, AsyncImage):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.image = ApAsyncImage(**kwargs)
self.add_widget(self.image)
def add_widget(self, widget, index=0, canvas=None):
return super(MDIcon, self).add_widget(widget)
class ImageButton(MDIconButton):
def __init__(self, **kwargs):
image_args = dict()
for kwarg in ("fit_mode", "image_size", "color", "source", "texture"):
val = kwargs.pop(kwarg, "None")
if val != "None":
image_args[kwarg.replace("image_", "")] = val
super().__init__()
self.image = ApAsyncImage(**image_args)
def set_center(button, center):
self.image.center_x = self.center_x
self.image.center_y = self.center_y
self.bind(center=set_center)
self.add_widget(self.image)
def add_widget(self, widget, index=0, canvas=None):
return super(MDIcon, self).add_widget(widget)
class ScrollBox(MDScrollView):
layout: MDBoxLayout = ObjectProperty(None)
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
# thanks kivymd
class ToggleButton(MDButton, ToggleButtonBehavior):
def __init__(self, *args, **kwargs):
super(ToggleButton, self).__init__(*args, **kwargs)
self.bind(state=self._update_bg)
def _update_bg(self, _, state: str):
if self.disabled:
return
if self.theme_bg_color == "Primary":
self.theme_bg_color = "Custom"
if state == "down":
self.md_bg_color = self.theme_cls.primaryColor
for child in self.children:
if child.theme_text_color == "Primary":
child.theme_text_color = "Custom"
if child.theme_icon_color == "Primary":
child.theme_icon_color = "Custom"
child.text_color = self.theme_cls.onPrimaryColor
child.icon_color = self.theme_cls.onPrimaryColor
else:
self.md_bg_color = self.theme_cls.surfaceContainerLowestColor
for child in self.children:
if child.theme_text_color == "Primary":
child.theme_text_color = "Custom"
if child.theme_icon_color == "Primary":
child.theme_icon_color = "Custom"
child.text_color = self.theme_cls.primaryColor
child.icon_color = self.theme_cls.primaryColor
# thanks kivymd
class ResizableTextField(MDTextField):
"""
Resizable MDTextField that manually overrides the builtin sizing.
Note that in order to use this, the sizing must be specified from within a .kv rule.
"""
def __init__(self, *args, **kwargs):
# cursed rules override
rules = Builder.match(self)
textfield = next((rule for rule in rules if rule.name == f"<MDTextField>"), None)
if textfield:
subclasses = rules[rules.index(textfield) + 1:]
for subclass in subclasses:
height_rule = subclass.properties.get("height", None)
if height_rule:
height_rule.ignore_prev = True
super().__init__(*args, **kwargs)
def on_release(self: MDButton, *args):
super(MDButton, self).on_release(args)
self.on_leave()
MDButton.on_release = on_release
# I was surprised to find this didn't already exist in kivy :(
class HoverBehavior(object):
"""originally from https://stackoverflow.com/a/605348110"""
@@ -233,7 +125,7 @@ class HoverBehavior(object):
Factory.register("HoverBehavior", HoverBehavior)
class ToolTip(MDTooltipPlain):
class ToolTip(Label):
pass
@@ -241,30 +133,49 @@ class ServerToolTip(ToolTip):
pass
class HovererableLabel(HoverBehavior, MDLabel):
class ScrollBox(ScrollView):
layout: BoxLayout
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.layout = BoxLayout(size_hint_y=None)
self.layout.bind(minimum_height=self.layout.setter("height"))
self.add_widget(self.layout)
self.effect_cls = ScrollEffect
self.bar_width = dp(12)
self.scroll_type = ["content", "bars"]
class HovererableLabel(HoverBehavior, Label):
pass
class TooltipLabel(HovererableLabel, MDTooltip):
tooltip_display_delay = 0.1
class TooltipLabel(HovererableLabel):
tooltip = None
def create_tooltip(self, text, x, y):
text = text.replace("<br>", "\n").replace("&amp;", "&").replace("&bl;", "[").replace("&br;", "]")
# position float layout
center_x, center_y = self.to_window(self.center_x, self.center_y)
self.shift_y = y - center_y
shift_x = center_x - x
if shift_x > 0:
self.shift_left = shift_x
else:
self.shift_right = shift_x
if self._tooltip:
if self.tooltip:
# update
self._tooltip.text = text
self.tooltip.children[0].text = text
else:
self._tooltip = ToolTip(text=text, pos_hint={})
self.display_tooltip()
self.tooltip = FloatLayout()
tooltip_label = ToolTip(text=text)
self.tooltip.add_widget(tooltip_label)
fade_in_animation.start(self.tooltip)
App.get_running_app().root.add_widget(self.tooltip)
# handle left-side boundary to not render off-screen
x = max(x, 3 + self.tooltip.children[0].texture_size[0] / 2)
# position float layout
self.tooltip.x = x - self.tooltip.width / 2
self.tooltip.y = y - self.tooltip.height / 2 + 48
def remove_tooltip(self):
if self.tooltip:
App.get_running_app().root.remove_widget(self.tooltip)
self.tooltip = None
def on_mouse_pos(self, window, pos):
if not self.get_root_window():
@@ -291,30 +202,26 @@ class TooltipLabel(HovererableLabel, MDTooltip):
def on_leave(self):
self.remove_tooltip()
self._tooltip = None
class ServerLabel(HoverBehavior, MDTooltip, MDBoxLayout):
tooltip_display_delay = 0.1
text: str = StringProperty("Server:")
class ServerLabel(HovererableLabel):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.add_widget(MDIcon(icon="information", font_size=sp(15)))
self.add_widget(TooltipLabel(text=self.text, pos_hint={"center_x": 0.5, "center_y": 0.5},
font_size=sp(15)))
self._tooltip = ServerToolTip(text="Test")
super(HovererableLabel, self).__init__(*args, **kwargs)
self.layout = FloatLayout()
self.popuplabel = ServerToolTip(text="Test")
self.layout.add_widget(self.popuplabel)
def on_enter(self):
self._tooltip.text = self.get_text()
self.display_tooltip()
self.popuplabel.text = self.get_text()
App.get_running_app().root.add_widget(self.layout)
fade_in_animation.start(self.layout)
def on_leave(self):
self.animation_tooltip_dismiss()
App.get_running_app().root.remove_widget(self.layout)
@property
def ctx(self) -> context_type:
return MDApp.get_running_app().ctx
return App.get_running_app().ctx
def get_text(self):
if self.ctx.server:
@@ -355,11 +262,11 @@ class ServerLabel(HoverBehavior, MDTooltip, MDBoxLayout):
return "No current server connection. \nPlease connect to an Archipelago server."
class MainLayout(MDGridLayout):
class MainLayout(GridLayout):
pass
class ContainerLayout(MDFloatLayout):
class ContainerLayout(FloatLayout):
pass
@@ -379,11 +286,6 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
return super(SelectableLabel, self).refresh_view_attrs(
rv, index, data)
def on_size(self, instance_label, size: list) -> None:
super().on_size(instance_label, size)
if self.parent:
self.width = self.parent.width
def on_touch_down(self, touch):
""" Add selection on touch down """
if super(SelectableLabel, self).on_touch_down(touch):
@@ -394,10 +296,10 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
else:
# Not a fan of the following few lines, but they work.
temp = MarkupLabel(text=self.text).markup
text = "".join(part for part in temp if not part.startswith("["))
cmdinput = MDApp.get_running_app().textinput
text = "".join(part for part in temp if not part.startswith(("[color", "[/color]", "[ref=", "[/ref]")))
cmdinput = App.get_running_app().textinput
if not cmdinput.text:
input_text = get_input_text_from_response(text, MDApp.get_running_app().last_autofillable_command)
input_text = get_input_text_from_response(text, App.get_running_app().last_autofillable_command)
if input_text is not None:
cmdinput.text = input_text
@@ -408,118 +310,32 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
""" Respond to the selection of items in the view. """
self.selected = is_selected
class MarkupDropdownTextItem(MDDropdownTextItem):
def __init__(self):
super().__init__()
for child in self.children:
if child.__class__ == MDLabel:
child.markup = True
# Currently, this only lets us do markup on text that does not have any icons
# Create new TextItems as needed
class MarkupDropdown(MDDropdownMenu):
def on_items(self, instance, value: list) -> None:
"""
The method sets the class that will be used to create the menu item.
"""
items = []
viewclass = "MarkupDropdownTextItem"
for data in value:
if "viewclass" not in data:
if (
"leading_icon" not in data
and "trailing_icon" not in data
and "trailing_text" not in data
):
viewclass = "MarkupDropdownTextItem"
elif (
"leading_icon" in data
and "trailing_icon" not in data
and "trailing_text" not in data
):
viewclass = "MDDropdownLeadingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" in data
and "trailing_text" not in data
):
viewclass = "MDDropdownTrailingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" in data
and "trailing_text" in data
):
viewclass = "MDDropdownTrailingIconTextItem"
elif (
"leading_icon" in data
and "trailing_icon" in data
and "trailing_text" in data
):
viewclass = "MDDropdownLeadingTrailingIconTextItem"
elif (
"leading_icon" in data
and "trailing_icon" in data
and "trailing_text" not in data
):
viewclass = "MDDropdownLeadingTrailingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" not in data
and "trailing_text" in data
):
viewclass = "MDDropdownTrailingTextItem"
elif (
"leading_icon" in data
and "trailing_icon" not in data
and "trailing_text" in data
):
viewclass = "MDDropdownLeadingIconTrailingTextItem"
data["viewclass"] = viewclass
if "height" not in data:
data["height"] = dp(48)
items.append(data)
self._items = items
# Update items in view
if hasattr(self, "menu"):
self.menu.data = self._items
class AutocompleteHintInput(ResizableTextField):
class AutocompleteHintInput(TextInput):
min_chars = NumericProperty(3)
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.dropdown = MarkupDropdown(caller=self, position="bottom", border_margin=dp(2), width=self.width)
self.dropdown = DropDown()
self.dropdown.bind(on_select=lambda instance, x: setattr(self, 'text', x))
self.bind(on_text_validate=self.on_message)
self.bind(width=lambda instance, x: setattr(self.dropdown, "width", x))
def on_message(self, instance):
MDApp.get_running_app().commandprocessor("!hint "+instance.text)
App.get_running_app().commandprocessor("!hint "+instance.text)
def on_text(self, instance, value):
if len(value) >= self.min_chars:
self.dropdown.items.clear()
ctx: context_type = MDApp.get_running_app().ctx
self.dropdown.clear_widgets()
ctx: context_type = App.get_running_app().ctx
if not ctx.game:
return
item_names = ctx.item_names._game_store[ctx.game].values()
def on_press(text):
split_text = MarkupLabel(text=text).markup
self.set_text(self, "".join(text_frag for text_frag in split_text
if not text_frag.startswith("[")))
self.dropdown.dismiss()
self.focus = True
def on_press(button: Button):
split_text = MarkupLabel(text=button.text).markup
return self.dropdown.select("".join(text_frag for text_frag in split_text
if not text_frag.startswith("[")))
lowered = value.lower()
for item_name in item_names:
try:
@@ -529,29 +345,20 @@ class AutocompleteHintInput(ResizableTextField):
else:
text = escape_markup(item_name)
text = text[:index] + "[b]" + text[index:index+len(value)]+"[/b]"+text[index+len(value):]
self.dropdown.items.append({
"text": text,
"on_release": lambda txt=text: on_press(txt),
"markup": True
})
if not self.dropdown.parent:
self.dropdown.open()
btn = Button(text=text, size_hint_y=None, height=dp(30), markup=True)
btn.bind(on_release=on_press)
self.dropdown.add_widget(btn)
if not self.dropdown.attach_to:
self.dropdown.open(self)
else:
self.dropdown.dismiss()
status_icons = {
HintStatus.HINT_NO_PRIORITY: "information",
HintStatus.HINT_PRIORITY: "exclamation-thick",
HintStatus.HINT_AVOID: "alert"
}
class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
class HintLabel(RecycleDataViewBehavior, BoxLayout):
selected = BooleanProperty(False)
striped = BooleanProperty(False)
index = None
dropdown: MDDropdownMenu
dropdown: DropDown
def __init__(self):
super(HintLabel, self).__init__()
@@ -562,28 +369,29 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
self.entrance_text = ""
self.status_text = ""
self.hint = {}
for child in self.children:
child.bind(texture_size=self.set_height)
ctx = MDApp.get_running_app().ctx
menu_items = []
for status in (HintStatus.HINT_NO_PRIORITY, HintStatus.HINT_PRIORITY, HintStatus.HINT_AVOID):
name = status_names[status]
status_button = MDDropDownItem(MDDropDownItemText(text=name), size_hint_y=None, height=dp(50))
status_button.status = status
menu_items.append({
"text": name,
"leading_icon": status_icons[status],
"on_release": lambda x=status: select(self, x)
})
ctx = App.get_running_app().ctx
self.dropdown = DropDown()
self.dropdown = MDDropdownMenu(caller=self.ids["status"], items=menu_items)
def set_value(button):
self.dropdown.select(button.status)
def select(instance, data):
ctx.update_hint(self.hint["location"],
self.hint["finding_player"],
data)
self.dropdown.bind(on_release=self.dropdown.dismiss)
for status in (HintStatus.HINT_NO_PRIORITY, HintStatus.HINT_PRIORITY, HintStatus.HINT_AVOID):
name = status_names[status]
status_button = Button(text=name, size_hint_y=None, height=dp(50))
status_button.status = status
status_button.bind(on_release=set_value)
self.dropdown.add_widget(status_button)
self.dropdown.bind(on_select=select)
def set_height(self, instance, value):
self.height = max([child.texture_size[1] for child in self.children])
@@ -598,6 +406,7 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
self.entrance_text = data["entrance"]["text"]
self.status_text = data["status"]["text"]
self.hint = data["status"]["hint"]
self.height = self.minimum_height
return super(HintLabel, self).refresh_view_attrs(rv, index, data)
def on_touch_down(self, touch):
@@ -610,10 +419,10 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
if status_label.collide_point(*touch.pos):
if self.hint["status"] == HintStatus.HINT_FOUND:
return
ctx = MDApp.get_running_app().ctx
ctx = App.get_running_app().ctx
if ctx.slot_concerns_self(self.hint["receiving_player"]): # If this player owns this hint
# open a dropdown
self.dropdown.open()
self.dropdown.open(self.ids["status"])
elif self.selected:
self.parent.clear_selection()
else:
@@ -622,7 +431,8 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
if self.entrance_text != "Vanilla"
else "", ". (", self.status_text.lower(), ")"))
temp = MarkupLabel(text).markup
text = "".join(part for part in temp if not part.startswith("["))
text = "".join(
part for part in temp if not part.startswith(("[color", "[/color]", "[ref=", "[/ref]")))
Clipboard.copy(escape_markup(text).replace("&amp;", "&").replace("&bl;", "[").replace("&br;", "]"))
return self.parent.select_with_touch(self.index, touch)
else:
@@ -645,7 +455,7 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
else:
parent.sort_key = key
parent.reversed = False
MDApp.get_running_app().update_hints()
App.get_running_app().update_hints()
def apply_selection(self, rv, index, is_selected):
""" Respond to the selection of items in the view. """
@@ -653,7 +463,7 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
self.selected = is_selected
class ConnectBarTextInput(ResizableTextField):
class ConnectBarTextInput(TextInput):
def insert_text(self, substring, from_undo=False):
s = substring.replace("\n", "").replace("\r", "")
return super(ConnectBarTextInput, self).insert_text(s, from_undo=from_undo)
@@ -663,14 +473,14 @@ def is_command_input(string: str) -> bool:
return len(string) > 0 and string[0] in "/!"
class CommandPromptTextInput(ResizableTextField):
class CommandPromptTextInput(TextInput):
MAXIMUM_HISTORY_MESSAGES = 50
def __init__(self, **kwargs) -> None:
super().__init__(**kwargs)
self._command_history_index = -1
self._command_history: typing.Deque[str] = deque(maxlen=CommandPromptTextInput.MAXIMUM_HISTORY_MESSAGES)
def update_history(self, new_entry: str) -> None:
self._command_history_index = -1
if is_command_input(new_entry):
@@ -697,7 +507,7 @@ class CommandPromptTextInput(ResizableTextField):
self._change_to_history_text_if_available(self._command_history_index - 1)
return True
return super().keyboard_on_key_down(window, keycode, text, modifiers)
def _change_to_history_text_if_available(self, new_index: int) -> None:
if new_index < -1:
return
@@ -711,96 +521,32 @@ class CommandPromptTextInput(ResizableTextField):
class MessageBox(Popup):
class MessageBoxLabel(MDLabel):
class MessageBoxLabel(Label):
def __init__(self, **kwargs):
super().__init__(**kwargs)
self._label.refresh()
self.size = self._label.texture.size
if self.width + 50 > Window.width:
self.text_size[0] = Window.width - 50
self._label.refresh()
self.size = self._label.texture.size
def __init__(self, title, text, error=False, **kwargs):
label = MessageBox.MessageBoxLabel(text=text)
separator_color = [217 / 255, 129 / 255, 122 / 255, 1.] if error else [47 / 255., 167 / 255., 212 / 255, 1.]
super().__init__(title=title, content=label, size_hint=(0.5, None), width=max(100, int(label.width) + 40),
super().__init__(title=title, content=label, size_hint=(None, None), width=max(100, int(label.width) + 40),
separator_color=separator_color, **kwargs)
self.height += max(0, label.height - 18)
class ClientTabs(MDTabsSecondary):
carousel: MDTabsCarousel
lock_swiping = True
def __init__(self, *args, **kwargs):
self.carousel = MDTabsCarousel(lock_swiping=True, anim_move_duration=0.2)
super().__init__(*args, MDDivider(size_hint_y=None, height=dp(1)), self.carousel, **kwargs)
self.size_hint_y = 1
def _check_panel_height(self, *args):
self.ids.tab_scroll.height = dp(38)
def update_indicator(
self, x: float = 0.0, w: float = 0.0, instance: MDTabsItem = None
) -> None:
def update_indicator(*args):
indicator_pos = (0, 0)
indicator_size = (0, 0)
item_text_object = self._get_tab_item_text_icon_object()
if item_text_object:
indicator_pos = (
instance.x + dp(12),
self.indicator.pos[1]
if not self._tabs_carousel
else self._tabs_carousel.height,
)
indicator_size = (
instance.width - dp(24),
self.indicator_height,
)
Animation(
pos=indicator_pos,
size=indicator_size,
d=0 if not self.indicator_anim else self.indicator_duration,
t=self.indicator_transition,
).start(self.indicator)
if not instance:
self.indicator.pos = (x, self.indicator.pos[1])
self.indicator.size = (w, self.indicator_height)
else:
Clock.schedule_once(update_indicator)
def remove_tab(self, tab, content=None):
if content is None:
content = tab.content
self.ids.container.remove_widget(tab)
self.carousel.remove_widget(content)
self.on_size(self, self.size)
class CommandButton(MDButton, MDTooltip):
def __init__(self, *args, manager: "GameManager", **kwargs):
super().__init__(*args, **kwargs)
self.manager = manager
self._tooltip = ToolTip(text="Test")
def on_enter(self):
self._tooltip.text = self.manager.commandprocessor.get_help_text()
self._tooltip.font_size = dp(20 - (len(self._tooltip.text) // 400)) # mostly guessing on the numbers here
self.display_tooltip()
def on_leave(self):
self.animation_tooltip_dismiss()
class GameManager(ThemedApp):
class GameManager(App):
logging_pairs = [
("Client", "Archipelago"),
]
base_title: str = "Archipelago Client"
last_autofillable_command: str
main_area_container: MDGridLayout
main_area_container: GridLayout
""" subclasses can add more columns beside the tabs """
def __init__(self, ctx: context_type):
@@ -835,58 +581,45 @@ class GameManager(ThemedApp):
return max(1, len(self.tabs.tab_list))
return 1
def on_start(self):
def on_start(*args):
self.root.md_bg_color = self.theme_cls.backgroundColor
super().on_start()
Clock.schedule_once(on_start)
def build(self) -> Layout:
self.set_colors()
self.container = ContainerLayout()
self.grid = MainLayout()
self.grid.cols = 1
self.connect_layout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(40),
spacing=5, padding=(5, 10))
self.connect_layout = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
# top part
server_label = ServerLabel(width=dp(75))
server_label = ServerLabel()
self.connect_layout.add_widget(server_label)
self.server_connect_bar = ConnectBarTextInput(text=self.ctx.suggested_address or "archipelago.gg:",
pos_hint={"center_x": 0.5, "center_y": 0.5})
size_hint_y=None,
height=dp(30), multiline=False, write_tab=False)
def connect_bar_validate(sender):
if not self.ctx.server:
self.connect_button_action(sender)
self.server_connect_bar.height = dp(30)
self.server_connect_bar.bind(on_text_validate=connect_bar_validate)
self.connect_layout.add_widget(self.server_connect_bar)
self.server_connect_button = MDButton(MDButtonText(text="Connect"), style="filled", size=(dp(100), dp(70)),
size_hint_x=None, size_hint_y=None, radius=5, pos_hint={"center_y": 0.55})
self.server_connect_button = Button(text="Connect", size=(dp(100), dp(30)), size_hint_y=None, size_hint_x=None)
self.server_connect_button.bind(on_press=self.connect_button_action)
self.server_connect_button.height = self.server_connect_bar.height
self.connect_layout.add_widget(self.server_connect_button)
self.grid.add_widget(self.connect_layout)
self.progressbar = MDLinearProgressIndicator(size_hint_y=None, height=3)
self.progressbar = ProgressBar(size_hint_y=None, height=3)
self.grid.add_widget(self.progressbar)
# middle part
self.tabs = ClientTabs(pos_hint={"center_x": 0.5, "center_y": 0.5})
self.tabs.add_widget(MDTabsItem(MDTabsItemText(text="All" if len(self.logging_pairs) > 1 else "Archipelago")))
self.tabs = TabbedPanel(size_hint_y=1)
self.tabs.default_tab_text = "All"
self.log_panels["All"] = self.tabs.default_tab_content = UILog(*(logging.getLogger(logger_name)
for logger_name, name in
self.logging_pairs))
self.tabs.carousel.add_widget(self.tabs.default_tab_content)
for logger_name, name in
self.logging_pairs))
for logger_name, display_name in self.logging_pairs:
bridge_logger = logging.getLogger(logger_name)
self.log_panels[display_name] = UILog(bridge_logger)
panel = TabbedPanelItem(text=display_name)
self.log_panels[display_name] = panel.content = UILog(bridge_logger)
if len(self.logging_pairs) > 1:
panel = MDTabsItem(MDTabsItemText(text=display_name))
panel.content = self.log_panels[display_name]
# show Archipelago tab if other logging is present
self.tabs.carousel.add_widget(panel.content)
self.tabs.add_widget(panel)
hint_panel = self.add_client_tab("Hints", HintLayout())
@@ -894,21 +627,21 @@ class GameManager(ThemedApp):
self.log_panels["Hints"] = hint_panel.content
hint_panel.content.add_widget(self.hint_log)
self.main_area_container = MDGridLayout(size_hint_y=1, rows=1)
if len(self.logging_pairs) == 1:
self.tabs.default_tab_text = "Archipelago"
self.main_area_container = GridLayout(size_hint_y=1, rows=1)
self.main_area_container.add_widget(self.tabs)
self.grid.add_widget(self.main_area_container)
# bottom part
bottom_layout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(40), spacing=5, padding=(5, 10))
info_button = CommandButton(MDButtonText(text="Command:", halign="left"), manager=self, radius=5,
style="filled", size=(dp(100), dp(70)), size_hint_x=None, size_hint_y=None,
pos_hint={"center_y": 0.575})
bottom_layout = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
info_button = Button(size=(dp(100), dp(30)), text="Command:", size_hint_x=None)
info_button.bind(on_release=self.command_button_action)
bottom_layout.add_widget(info_button)
self.textinput = CommandPromptTextInput(size_hint_y=None, multiline=False, write_tab=False)
self.textinput = CommandPromptTextInput(size_hint_y=None, height=dp(30), multiline=False, write_tab=False)
self.textinput.bind(on_text_validate=self.on_message)
info_button.height = self.textinput.height
self.textinput.text_validate_unfocus = False
bottom_layout.add_widget(self.textinput)
self.grid.add_widget(bottom_layout)
@@ -924,43 +657,29 @@ class GameManager(ThemedApp):
self.server_connect_bar.focus = True
self.server_connect_bar.select_text(port_start if port_start > 0 else host_start, len(s))
# Uncomment to enable the kivy live editor console
# Press Ctrl-E (with numlock/capslock) disabled to open
# from kivy.core.window import Window
# from kivy.modules import console
# console.create_console(Window, self.container)
return self.container
def add_client_tab(self, title: str, content: Widget, index: int = -1) -> Widget:
def add_client_tab(self, title: str, content: Widget) -> Widget:
"""Adds a new tab to the client window with a given title, and provides a given Widget as its content.
Returns the new tab widget, with the provided content being placed on the tab as content."""
new_tab = MDTabsItem(MDTabsItemText(text=title))
new_tab = TabbedPanelItem(text=title)
new_tab.content = content
if -1 < index <= len(self.tabs.carousel.slides):
new_tab.bind(on_release=self.tabs.set_active_item)
new_tab._tabs = self.tabs
self.tabs.ids.container.add_widget(new_tab, index=index)
self.tabs.carousel.add_widget(new_tab.content, index=len(self.tabs.carousel.slides) - index)
else:
self.tabs.add_widget(new_tab)
self.tabs.carousel.add_widget(new_tab.content)
self.tabs.add_widget(new_tab)
return new_tab
def update_texts(self, dt):
for slide in self.tabs.carousel.slides:
if hasattr(slide, "fix_heights"):
slide.fix_heights() # TODO: remove this when Kivy fixes this upstream
if hasattr(self.tabs.content.children[0], "fix_heights"):
self.tabs.content.children[0].fix_heights() # TODO: remove this when Kivy fixes this upstream
if self.ctx.server:
self.title = self.base_title + " " + Utils.__version__ + \
f" | Connected to: {self.ctx.server_address} " \
f"{'.'.join(str(e) for e in self.ctx.server_version)}"
self.server_connect_button._button_text.text = "Disconnect"
self.server_connect_button.text = "Disconnect"
self.server_connect_bar.readonly = True
self.progressbar.max = len(self.ctx.checked_locations) + len(self.ctx.missing_locations)
self.progressbar.value = len(self.ctx.checked_locations)
else:
self.server_connect_button._button_text.text = "Connect"
self.server_connect_button.text = "Connect"
self.server_connect_bar.readonly = False
self.title = self.base_title + " " + Utils.__version__
self.progressbar.value = 0
@@ -1023,8 +742,8 @@ class GameManager(ThemedApp):
def enable_energy_link(self):
if not hasattr(self, "energy_link_label"):
self.energy_link_label = MDLabel(text="Energy Link: Standby",
size_hint_x=None, width=150, halign="center")
self.energy_link_label = Label(text="Energy Link: Standby",
size_hint_x=None, width=150)
self.connect_layout.add_widget(self.energy_link_label)
def set_new_energy_link_value(self):
@@ -1060,9 +779,8 @@ class LogtoUI(logging.Handler):
self.on_log(self.format(record))
class UILog(MDRecycleView):
class UILog(RecycleView):
messages: typing.ClassVar[int] # comes from kv file
adaptive_height = True
def __init__(self, *loggers_to_handle, **kwargs):
super(UILog, self).__init__(**kwargs)
@@ -1089,14 +807,13 @@ class UILog(MDRecycleView):
element.height = element.texture_size[1]
class HintLayout(MDBoxLayout):
class HintLayout(BoxLayout):
orientation = "vertical"
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
boxlayout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(40))
boxlayout.add_widget(MDLabel(text="New Hint:", size_hint_x=None, size_hint_y=None,
height=dp(40), width=dp(75), halign="center", valign="center"))
boxlayout = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
boxlayout.add_widget(Label(text="New Hint:", size_hint_x=None, size_hint_y=None, height=dp(30)))
boxlayout.add_widget(AutocompleteHintInput())
self.add_widget(boxlayout)
@@ -1106,7 +823,7 @@ class HintLayout(MDBoxLayout):
if fix_func:
fix_func()
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "Found",
HintStatus.HINT_UNSPECIFIED: "Unspecified",
@@ -1129,7 +846,8 @@ status_sort_weights: dict[HintStatus, int] = {
HintStatus.HINT_PRIORITY: 4,
}
class HintLog(MDRecycleView):
class HintLog(RecycleView):
header = {
"receiving": {"text": "[u]Receiving Player[/u]"},
"item": {"text": "[u]Item[/u]"},
@@ -1140,7 +858,7 @@ class HintLog(MDRecycleView):
"hint": {"receiving_player": -1, "location": -1, "finding_player": -1, "status": ""}},
"striped": True,
}
data: list[typing.Any]
sort_key: str = ""
reversed: bool = True
@@ -1153,7 +871,7 @@ class HintLog(MDRecycleView):
if not hints: # Fix the scrolling looking visually wrong in some edge cases
self.scroll_y = 1.0
data = []
ctx = MDApp.get_running_app().ctx
ctx = App.get_running_app().ctx
for hint in hints:
if not hint.get("status"): # Allows connecting to old servers
hint["status"] = HintStatus.HINT_FOUND if hint["found"] else HintStatus.HINT_UNSPECIFIED
@@ -1203,7 +921,6 @@ class HintLog(MDRecycleView):
class ApAsyncImage(AsyncImage):
def is_uri(self, filename: str) -> bool:
if filename.startswith("ap:"):
return True
@@ -1218,8 +935,7 @@ class ImageLoaderPkgutil(ImageLoaderBase):
data = pkgutil.get_data(module, path)
return self._bytes_to_data(data)
@staticmethod
def _bytes_to_data(data: typing.Union[bytes, bytearray]) -> typing.List[ImageData]:
def _bytes_to_data(self, data: typing.Union[bytes, bytearray]) -> typing.List[ImageData]:
loader = next(loader for loader in ImageLoader.loaders if loader.can_load_memory())
return loader.load(loader, io.BytesIO(data))
@@ -1249,23 +965,7 @@ class E(ExceptionHandler):
class KivyJSONtoTextParser(JSONtoTextParser):
# dummy class to absorb kvlang definitions
class TextColors(Widget):
white: str = StringProperty("FFFFFF")
black: str = StringProperty("000000")
red: str = StringProperty("EE0000")
green: str = StringProperty("00FF7F")
yellow: str = StringProperty("FAFAD2")
blue: str = StringProperty("6495ED")
magenta: str = StringProperty("EE00EE")
cyan: str = StringProperty("00EEEE")
slateblue: str = StringProperty("6D8BE8")
plum: str = StringProperty("AF99EF")
salmon: str = StringProperty("FA8072")
orange: str = StringProperty("FF7700")
# KivyMD parameters
theme_style: str = StringProperty("Dark")
primary_palette: str = StringProperty("Lightsteelblue")
dynamic_scheme_name: str = StringProperty("VIBRANT")
dynamic_scheme_contrast: int = NumericProperty(0)
pass
def __init__(self, *args, **kwargs):
# we grab the color definitions from the .kv file, then overwrite the JSONtoTextParser default entries

View File

@@ -1,5 +1,5 @@
[pytest]
python_files = test_*.py Test*.py __init__.py # TODO: remove Test* once all worlds have been ported
python_files = test_*.py Test*.py # TODO: remove Test* once all worlds have been ported
python_classes = Test
python_functions = test
testpaths =

View File

@@ -7,12 +7,8 @@ schema>=0.7.7
kivy>=2.3.1
bsdiff4>=1.2.6
platformdirs>=4.3.6
certifi>=2025.4.26
certifi>=2025.1.31
cython>=3.0.12
cymem>=2.0.11
orjson>=3.10.15
discord-webhook>=1.3.0
typing_extensions>=4.12.2
pyshortcuts>=1.9.1
kivymd @ git+https://github.com/kivymd/KivyMD@5ff9d0d
kivymd>=2.0.1.dev0

View File

@@ -10,10 +10,9 @@ import sys
import types
import typing
import warnings
from collections.abc import Iterator, Sequence
from enum import IntEnum
from threading import Lock
from typing import cast, Any, BinaryIO, ClassVar, TextIO, TypeVar, Union
from typing import cast, Any, BinaryIO, ClassVar, Dict, Iterator, List, Optional, TextIO, Tuple, Union, TypeVar
__all__ = [
"get_settings", "fmt_doc", "no_gui",
@@ -24,7 +23,7 @@ __all__ = [
no_gui = False
skip_autosave = False
_world_settings_name_cache: dict[str, str] = {} # TODO: cache on disk and update when worlds change
_world_settings_name_cache: Dict[str, str] = {} # TODO: cache on disk and update when worlds change
_world_settings_name_cache_updated = False
_lock = Lock()
@@ -54,7 +53,7 @@ def fmt_doc(cls: type, level: int) -> str:
class Group:
_type_cache: ClassVar[dict[str, Any] | None] = None
_type_cache: ClassVar[Optional[Dict[str, Any]]] = None
_dumping: bool = False
_has_attr: bool = False
_changed: bool = False
@@ -107,7 +106,7 @@ class Group:
self.__dict__.values()))
@classmethod
def get_type_hints(cls) -> dict[str, Any]:
def get_type_hints(cls) -> Dict[str, Any]:
"""Returns resolved type hints for the class"""
if cls._type_cache is None:
if not cls.__annotations__ or not isinstance(next(iter(cls.__annotations__.values())), str):
@@ -125,10 +124,10 @@ class Group:
return self[key]
return default
def items(self) -> list[tuple[str, Any]]:
def items(self) -> List[Tuple[str, Any]]:
return [(key, getattr(self, key)) for key in self]
def update(self, dct: dict[str, Any]) -> None:
def update(self, dct: Dict[str, Any]) -> None:
assert isinstance(dct, dict), f"{self.__class__.__name__}.update called with " \
f"{dct.__class__.__name__} instead of dict."
@@ -197,7 +196,7 @@ class Group:
warnings.warn(f"{self.__class__.__name__}.{k} "
f"assigned from incompatible type {type(v).__name__}")
def as_dict(self, *args: str, downcast: bool = True) -> dict[str, Any]:
def as_dict(self, *args: str, downcast: bool = True) -> Dict[str, Any]:
return {
name: _to_builtin(cast(object, getattr(self, name))) if downcast else getattr(self, name)
for name in self if not args or name in args
@@ -212,7 +211,7 @@ class Group:
f.write(f"{indent}{yaml_line}")
@classmethod
def _dump_item(cls, name: str | None, attr: object, f: TextIO, level: int) -> None:
def _dump_item(cls, name: Optional[str], attr: object, f: TextIO, level: int) -> None:
"""Write a group, dict or sequence item to f, where attr can be a scalar or a collection"""
# lazy construction of yaml Dumper to avoid loading Utils early
@@ -224,7 +223,7 @@ class Group:
def represent_mapping(self, tag: str, mapping: Any, flow_style: Any = None) -> MappingNode:
from yaml import ScalarNode
res: MappingNode = super().represent_mapping(tag, mapping, flow_style)
pairs = cast(list[tuple[ScalarNode, Any]], res.value)
pairs = cast(List[Tuple[ScalarNode, Any]], res.value)
for k, v in pairs:
k.style = None # remove quotes from keys
return res
@@ -330,9 +329,9 @@ class Path(str):
"""Marks the file as required and opens a file browser when missing"""
is_exe: bool = False
"""Special cross-platform handling for executables"""
description: str | None = None
description: Optional[str] = None
"""Title to display when browsing for the file"""
copy_to: str | None = None
copy_to: Optional[str] = None
"""If not None, copy to AP folder instead of linking it"""
@classmethod
@@ -340,7 +339,7 @@ class Path(str):
"""Overload and raise to validate input files from browse"""
pass
def browse(self: T, **kwargs: Any) -> T | None:
def browse(self: T, **kwargs: Any) -> Optional[T]:
"""Opens a file browser to search for the file"""
raise NotImplementedError(f"Please use a subclass of Path for {self.__class__.__name__}")
@@ -370,12 +369,12 @@ class _LocalPath(str):
class FilePath(Path):
# path to a file
md5s: ClassVar[list[str | bytes]] = []
md5s: ClassVar[List[Union[str, bytes]]] = []
"""MD5 hashes for default validator."""
def browse(self: T,
filetypes: Sequence[tuple[str, Sequence[str]]] | None = None, **kwargs: Any)\
-> T | None:
filetypes: Optional[typing.Sequence[typing.Tuple[str, typing.Sequence[str]]]] = None, **kwargs: Any)\
-> Optional[T]:
from Utils import open_filename, is_windows
if not filetypes:
if self.is_exe:
@@ -440,7 +439,7 @@ class FilePath(Path):
class FolderPath(Path):
# path to a folder
def browse(self: T, **kwargs: Any) -> T | None:
def browse(self: T, **kwargs: Any) -> Optional[T]:
from Utils import open_directory
res = open_directory(f"Select {self.description or self.__class__.__name__}", self)
if res:
@@ -598,16 +597,16 @@ class ServerOptions(Group):
OFF = 0
ON = 1
host: str | None = None
host: Optional[str] = None
port: int = 38281
password: str | None = None
multidata: str | None = None
savefile: str | None = None
password: Optional[str] = None
multidata: Optional[str] = None
savefile: Optional[str] = None
disable_save: bool = False
loglevel: str = "info"
logtime: bool = False
server_password: ServerPassword | None = None
disable_item_cheat: DisableItemCheat | bool = False
server_password: Optional[ServerPassword] = None
disable_item_cheat: Union[DisableItemCheat, bool] = False
location_check_points: LocationCheckPoints = LocationCheckPoints(1)
hint_cost: HintCost = HintCost(10)
release_mode: ReleaseMode = ReleaseMode("auto")
@@ -703,7 +702,7 @@ does nothing if not found
"""
sni_path: SNIPath = SNIPath("SNI")
snes_rom_start: SnesRomStart | bool = True
snes_rom_start: Union[SnesRomStart, bool] = True
class BizHawkClientOptions(Group):
@@ -722,7 +721,7 @@ class BizHawkClientOptions(Group):
"""
emuhawk_path: EmuHawkPath = EmuHawkPath(None)
rom_start: RomStart | bool = True
rom_start: Union[RomStart, bool] = True
# Top-level group with lazy loading of worlds
@@ -734,7 +733,7 @@ class Settings(Group):
sni_options: SNIOptions = SNIOptions()
bizhawkclient_options: BizHawkClientOptions = BizHawkClientOptions()
_filename: str | None = None
_filename: Optional[str] = None
def __getattribute__(self, key: str) -> Any:
if key.startswith("_") or key in self.__class__.__dict__:
@@ -788,7 +787,7 @@ class Settings(Group):
return super().__getattribute__(key)
def __init__(self, location: str | None): # change to PathLike[str] once we drop 3.8?
def __init__(self, location: Optional[str]): # change to PathLike[str] once we drop 3.8?
super().__init__()
if location:
from Utils import parse_yaml
@@ -822,7 +821,7 @@ class Settings(Group):
import atexit
atexit.register(autosave)
def save(self, location: str | None = None) -> None: # as above
def save(self, location: Optional[str] = None) -> None: # as above
from Utils import parse_yaml
location = location or self._filename
assert location, "No file specified"
@@ -855,7 +854,7 @@ class Settings(Group):
super().dump(f, level)
@property
def filename(self) -> str | None:
def filename(self) -> Optional[str]:
return self._filename
@@ -868,7 +867,7 @@ def get_settings() -> Settings:
if not res:
from Utils import user_path, local_path
filenames = ("options.yaml", "host.yaml")
locations: list[str] = []
locations: List[str] = []
if os.path.join(os.getcwd()) != local_path():
locations += filenames # use files from cwd only if it's not the local_path
locations += [user_path(filename) for filename in filenames]

View File

@@ -1,20 +1,22 @@
import base64
import datetime
import io
import json
import os
import platform
import shutil
import subprocess
import sys
import sysconfig
import threading
import urllib.request
import warnings
import zipfile
from collections.abc import Iterable, Sequence
import urllib.request
import io
import json
import threading
import subprocess
from hashlib import sha3_512
from pathlib import Path
from typing import Dict, Iterable, List, Optional, Sequence, Set, Tuple, Union
# This is a bit jank. We need cx-Freeze to be able to run anything from this script, so install it
requirement = 'cx-Freeze==8.0.0'
@@ -58,7 +60,7 @@ from Cython.Build import cythonize
# On Python < 3.10 LogicMixin is not currently supported.
non_apworlds: set[str] = {
non_apworlds: Set[str] = {
"A Link to the Past",
"Adventure",
"ArchipIDLE",
@@ -70,6 +72,7 @@ non_apworlds: set[str] = {
"Ocarina of Time",
"Overcooked! 2",
"Raft",
"Slay the Spire",
"Sudoku",
"Super Mario 64",
"VVVVVV",
@@ -145,13 +148,13 @@ def download_SNI() -> None:
print(f"No SNI found for system spec {platform_name} {machine_name}")
signtool: str | None
signtool: Optional[str]
if os.path.exists("X:/pw.txt"):
print("Using signtool")
with open("X:/pw.txt", encoding="utf-8-sig") as f:
pw = f.read()
signtool = r'signtool sign /f X:/_SITS_Zertifikat_.pfx /p "' + pw + \
r'" /fd sha256 /td sha256 /tr http://timestamp.digicert.com/ '
r'" /fd sha256 /tr http://timestamp.digicert.com/ '
else:
signtool = None
@@ -203,7 +206,7 @@ def remove_sprites_from_folder(folder: Path) -> None:
os.remove(folder / file)
def _threaded_hash(filepath: str | Path) -> str:
def _threaded_hash(filepath: Union[str, Path]) -> str:
hasher = sha3_512()
hasher.update(open(filepath, "rb").read())
return base64.b85encode(hasher.digest()).decode()
@@ -253,7 +256,7 @@ class BuildExeCommand(cx_Freeze.command.build_exe.build_exe):
self.libfolder = Path(self.buildfolder, "lib")
self.library = Path(self.libfolder, "library.zip")
def installfile(self, path: Path, subpath: str | Path | None = None, keep_content: bool = False) -> None:
def installfile(self, path: Path, subpath: Optional[Union[str, Path]] = None, keep_content: bool = False) -> None:
folder = self.buildfolder
if subpath:
folder /= subpath
@@ -372,7 +375,7 @@ class BuildExeCommand(cx_Freeze.command.build_exe.build_exe):
from worlds.AutoWorld import AutoWorldRegister
assert not non_apworlds - set(AutoWorldRegister.world_types), \
f"Unknown world {non_apworlds - set(AutoWorldRegister.world_types)} designated for .apworld"
folders_to_remove: list[str] = []
folders_to_remove: List[str] = []
disabled_worlds_folder = "worlds_disabled"
for entry in os.listdir(disabled_worlds_folder):
if os.path.isdir(os.path.join(disabled_worlds_folder, entry)):
@@ -444,12 +447,12 @@ class AppImageCommand(setuptools.Command):
("app-exec=", None, "The application to run inside the image."),
("yes", "y", 'Answer "yes" to all questions.'),
]
build_folder: Path | None
dist_file: Path | None
app_dir: Path | None
build_folder: Optional[Path]
dist_file: Optional[Path]
app_dir: Optional[Path]
app_name: str
app_exec: Path | None
app_icon: Path | None # source file
app_exec: Optional[Path]
app_icon: Optional[Path] # source file
app_id: str # lower case name, used for icon and .desktop
yes: bool
@@ -491,7 +494,7 @@ $APPDIR/$exe "$@"
""")
launcher_filename.chmod(0o755)
def install_icon(self, src: Path, name: str | None = None, symlink: Path | None = None) -> None:
def install_icon(self, src: Path, name: Optional[str] = None, symlink: Optional[Path] = None) -> None:
assert self.app_dir, "Invalid app_dir"
try:
from PIL import Image
@@ -554,7 +557,7 @@ $APPDIR/$exe "$@"
subprocess.call(f'ARCH={build_arch} ./appimagetool -n "{self.app_dir}" "{self.dist_file}"', shell=True)
def find_libs(*args: str) -> Sequence[tuple[str, str]]:
def find_libs(*args: str) -> Sequence[Tuple[str, str]]:
"""Try to find system libraries to be included."""
if not args:
return []
@@ -562,7 +565,7 @@ def find_libs(*args: str) -> Sequence[tuple[str, str]]:
arch = build_arch.replace('_', '-')
libc = 'libc6' # we currently don't support musl
def parse(line: str) -> tuple[tuple[str, str, str], str]:
def parse(line: str) -> Tuple[Tuple[str, str, str], str]:
lib, path = line.strip().split(' => ')
lib, typ = lib.split(' ', 1)
for test_arch in ('x86-64', 'i386', 'aarch64'):
@@ -587,8 +590,8 @@ def find_libs(*args: str) -> Sequence[tuple[str, str]]:
k: v for k, v in (parse(line) for line in data if "=>" in line)
}
def find_lib(lib: str, arch: str, libc: str) -> str | None:
cache: dict[tuple[str, str, str], str] = getattr(find_libs, "cache")
def find_lib(lib: str, arch: str, libc: str) -> Optional[str]:
cache: Dict[Tuple[str, str, str], str] = getattr(find_libs, "cache")
for k, v in cache.items():
if k == (lib, arch, libc):
return v
@@ -597,7 +600,7 @@ def find_libs(*args: str) -> Sequence[tuple[str, str]]:
return v
return None
res: list[tuple[str, str]] = []
res: List[Tuple[str, str]] = []
for arg in args:
# try exact match, empty libc, empty arch, empty arch and libc
file = find_lib(arg, arch, libc)
@@ -626,13 +629,12 @@ cx_Freeze.setup(
ext_modules=cythonize("_speedups.pyx"),
options={
"build_exe": {
"packages": ["worlds", "kivy", "cymem", "websockets", "kivymd"],
"packages": ["worlds", "kivy", "cymem", "websockets"],
"includes": [],
"excludes": ["numpy", "Cython", "PySide2", "PIL",
"pandas"],
"zip_includes": [],
"pandas", "zstandard"],
"zip_include_packages": ["*"],
"zip_exclude_packages": ["worlds", "sc2", "kivymd"],
"zip_exclude_packages": ["worlds", "sc2"],
"include_files": [], # broken in cx 6.14.0, we use more special sauce now
"include_msvcr": False,
"replace_paths": ["*."],

View File

@@ -1,4 +1,3 @@
from typing import Callable
import unittest
from enum import IntEnum
@@ -35,7 +34,7 @@ def generate_entrance_pair(region: Region, name_suffix: str, group: int):
def generate_disconnected_region_grid(multiworld: MultiWorld, grid_side_length: int, region_size: int = 0,
region_creator: Callable[[str, int, MultiWorld], Region] = Region):
region_type: type[Region] = Region):
"""
Generates a grid-like region structure for ER testing, where menu is connected to the top-left region, and each
region "in vanilla" has 2 2-way exits going either down or to the right, until reaching the goal region in the
@@ -45,7 +44,7 @@ def generate_disconnected_region_grid(multiworld: MultiWorld, grid_side_length:
for col in range(grid_side_length):
index = row * grid_side_length + col
name = f"region{index}"
region = region_creator(name, 1, multiworld)
region = region_type(name, 1, multiworld)
multiworld.regions.append(region)
generate_locations(region_size, 1, region=region, tag=f"_{name}")
@@ -66,10 +65,8 @@ class TestEntranceLookup(unittest.TestCase):
"""tests that get_targets shuffles targets between groups when requested"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region]
for entrance in er_targets:
@@ -89,10 +86,8 @@ class TestEntranceLookup(unittest.TestCase):
"""tests that get_targets does not shuffle targets between groups when requested"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region]
for entrance in er_targets:
@@ -104,30 +99,6 @@ class TestEntranceLookup(unittest.TestCase):
group_order = [prev := group.randomization_group for group in retrieved_targets if prev != group.randomization_group]
self.assertEqual([ERTestGroups.TOP, ERTestGroups.BOTTOM], group_order)
def test_selective_dead_ends(self):
"""test that entrances that EntranceLookup has not been told to consider are ignored when finding dead-ends"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region
and ex.name != "region20_right" and ex.name != "region21_left"])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region and
entrance.name != "region20_right" and entrance.name != "region21_left"]
for entrance in er_targets:
lookup.add(entrance)
# region 20 is the bottom left corner of the grid, and therefore only has a right entrance from region 21
# and a top entrance from region 15; since we've told lookup to ignore the right entrance from region 21,
# the top entrance from region 15 should be considered a dead-end
dead_end_region = multiworld.get_region("region20", 1)
for dead_end in dead_end_region.entrances:
if dead_end.name == "region20_top":
break
# there should be only this one dead-end
self.assertTrue(dead_end in lookup.dead_ends)
self.assertEqual(len(lookup.dead_ends), 1)
class TestBakeTargetGroupLookup(unittest.TestCase):
def test_lookup_generation(self):
@@ -466,7 +437,7 @@ class TestRandomizeEntrances(unittest.TestCase):
entrance_type = CustomEntrance
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5, region_creator=CustomRegion)
generate_disconnected_region_grid(multiworld, 5, region_type=CustomRegion)
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)

View File

@@ -47,39 +47,13 @@ class TestIDs(unittest.TestCase):
"""Test that a game doesn't have item id overlap within its own datapackage"""
for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename):
len_item_id_to_name = len(world_type.item_id_to_name)
len_item_name_to_id = len(world_type.item_name_to_id)
if len_item_id_to_name != len_item_name_to_id:
self.assertCountEqual(
world_type.item_id_to_name.values(),
world_type.item_name_to_id.keys(),
"\nThese items have overlapping ids with other items in its own world")
self.assertCountEqual(
world_type.item_id_to_name.keys(),
world_type.item_name_to_id.values(),
"\nThese items have overlapping names with other items in its own world")
self.assertEqual(len_item_id_to_name, len_item_name_to_id)
self.assertEqual(len(world_type.item_id_to_name), len(world_type.item_name_to_id))
def test_duplicate_location_ids(self):
"""Test that a game doesn't have location id overlap within its own datapackage"""
for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename):
len_location_id_to_name = len(world_type.location_id_to_name)
len_location_name_to_id = len(world_type.location_name_to_id)
if len_location_id_to_name != len_location_name_to_id:
self.assertCountEqual(
world_type.location_id_to_name.values(),
world_type.location_name_to_id.keys(),
"\nThese locations have overlapping ids with other locations in its own world")
self.assertCountEqual(
world_type.location_id_to_name.keys(),
world_type.location_name_to_id.values(),
"\nThese locations have overlapping names with other locations in its own world")
self.assertEqual(len_location_id_to_name, len_location_name_to_id)
self.assertEqual(len(world_type.location_id_to_name), len(world_type.location_name_to_id))
def test_postgen_datapackage(self):
"""Generates a solo multiworld and checks that the datapackage is still valid"""

View File

@@ -53,22 +53,6 @@ class TestImplemented(unittest.TestCase):
if failed_world_loads:
self.fail(f"The following worlds failed to load: {failed_world_loads}")
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", "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"))
allstate = multiworld.get_all_state(False)
locations = multiworld.get_locations()
reachable = multiworld.get_reachable_locations(allstate)
unreachable = [location for location in locations if location not in reachable]
self.assertTrue(not unreachable,
f"Locations were not reachable with all state before prefill: "
f"{unreachable}. Seed: {multiworld.seed}")
def test_explicit_indirect_conditions_spheres(self):
"""Tests that worlds using explicit indirect conditions produce identical spheres as when using implicit
indirect conditions"""

View File

@@ -1,11 +1,7 @@
import unittest
from argparse import Namespace
from typing import Type
from BaseClasses import CollectionState, MultiWorld
from Fill import distribute_items_restrictive
from Options import ItemLinks
from worlds.AutoWorld import AutoWorldRegister, World, call_all
from BaseClasses import CollectionState
from worlds.AutoWorld import AutoWorldRegister, call_all
from . import setup_solo_multiworld
@@ -87,47 +83,6 @@ class TestBase(unittest.TestCase):
multiworld = setup_solo_multiworld(world_type)
for item in multiworld.itempool:
self.assertIn(item.name, world_type.item_name_to_id)
def test_item_links(self) -> None:
"""
Tests item link creation by creating a multiworld of 2 worlds for every game and linking their items together.
"""
def setup_link_multiworld(world: Type[World], link_replace: bool) -> None:
multiworld = MultiWorld(2)
multiworld.game = {1: world.game, 2: world.game}
multiworld.player_name = {1: "Linker 1", 2: "Linker 2"}
multiworld.set_seed()
item_link_group = [{
"name": "ItemLinkTest",
"item_pool": ["Everything"],
"link_replacement": link_replace,
"replacement_item": None,
}]
args = Namespace()
for name, option in world.options_dataclass.type_hints.items():
setattr(args, name, {1: option.from_any(option.default), 2: option.from_any(option.default)})
setattr(args, "item_links",
{1: ItemLinks.from_any(item_link_group), 2: ItemLinks.from_any(item_link_group)})
multiworld.set_options(args)
multiworld.set_item_links()
# groups get added to state during its constructor so this has to be after item links are set
multiworld.state = CollectionState(multiworld)
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "connect_entrances", "generate_basic")
for step in gen_steps:
call_all(multiworld, step)
# link the items together and attempt to fill
multiworld.link_items()
multiworld._all_state = None
call_all(multiworld, "pre_fill")
distribute_items_restrictive(multiworld)
call_all(multiworld, "post_fill")
self.assertTrue(multiworld.can_beat_game(CollectionState(multiworld)), f"seed = {multiworld.seed}")
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Can generate with link replacement", game=game_name):
setup_link_multiworld(world_type, True)
with self.subTest("Can generate without link replacement", game=game_name):
setup_link_multiworld(world_type, False)
def test_itempool_not_modified(self):
"""Test that worlds don't modify the itempool after `create_items`"""

View File

@@ -26,4 +26,4 @@ class TestBase(unittest.TestCase):
for step in self.test_steps:
with self.subTest("Step", step=step):
call_all(multiworld, step)
self.assertTrue(multiworld.get_all_state(False, allow_partial_entrances=True))
self.assertTrue(multiworld.get_all_state(False, True))

View File

@@ -80,8 +80,8 @@ class Client:
"version": {
"class": "Version",
"major": 0,
"minor": 6,
"build": 0,
"minor": 4,
"build": 6,
},
"items_handling": 0,
"tags": [],

View File

@@ -1,12 +1,13 @@
import re
import shutil
from pathlib import Path
from typing import Dict
__all__ = ["copy", "delete"]
_new_worlds: dict[str, str] = {}
_new_worlds: Dict[str, str] = {}
def copy(src: str, dst: str) -> None:

View File

@@ -47,6 +47,17 @@ class TestCommonContext(unittest.IsolatedAsyncioTestCase):
assert "Archipelago" in self.ctx.item_names, "Archipelago item names entry does not exist"
assert "Archipelago" in self.ctx.location_names, "Archipelago location names entry does not exist"
async def test_implicit_name_lookups(self):
# Items
assert self.ctx.item_names[2**54 + 1] == "Test Item 1 - Safe"
assert self.ctx.item_names[2**54 + 3] == f"Unknown item (ID: {2**54+3})"
assert self.ctx.item_names[-1] == "Nothing"
# Locations
assert self.ctx.location_names[2**54 + 1] == "Test Location 1 - Safe"
assert self.ctx.location_names[2**54 + 3] == f"Unknown location (ID: {2**54+3})"
assert self.ctx.location_names[-1] == "Cheat Console"
async def test_explicit_name_lookups(self):
# Items
assert self.ctx.item_names["__TestGame1"][2**54+1] == "Test Item 1 - Safe"

View File

@@ -35,19 +35,6 @@ class TestCacheSelf1(unittest.TestCase):
self.assertFalse(o1.func(1) is o1.func(2))
self.assertFalse(o1.func(1) is o2.func(1))
def test_cache_default(self) -> None:
class Cls:
@cache_self1
def func(self, _: Any = 1) -> object:
return object()
o1 = Cls()
o2 = Cls()
self.assertIs(o1.func(), o1.func())
self.assertIs(o1.func(1), o1.func())
self.assertIsNot(o1.func(2), o1.func())
self.assertIsNot(o1.func(), o2.func())
def test_gc(self) -> None:
# verify that we don't keep a global reference
import gc

View File

@@ -2,7 +2,7 @@ import unittest
from BaseClasses import PlandoOptions
from worlds import AutoWorldRegister
from Options import OptionCounter, NamedRange, NumericOption, OptionList, OptionSet
from Options import ItemDict, NamedRange, NumericOption, OptionList, OptionSet
class TestOptionPresets(unittest.TestCase):
@@ -19,7 +19,7 @@ class TestOptionPresets(unittest.TestCase):
# pass in all plando options in case a preset wants to require certain plando options
# for some reason
option.verify(world_type, "Test Player", PlandoOptions(sum(PlandoOptions)))
supported_types = [NumericOption, OptionSet, OptionList, OptionCounter]
supported_types = [NumericOption, OptionSet, OptionList, ItemDict]
if not any([issubclass(option.__class__, t) for t in supported_types]):
self.fail(f"'{option_name}' in preset '{preset_name}' for game '{game_name}' "
f"is not a supported type for webhost. "

View File

@@ -12,7 +12,7 @@ def load_tests(loader, standard_tests, pattern):
all_tests = [
test_case for folder in folders if os.path.exists(folder)
for test_collection in loader.discover(folder, top_level_dir=file_path)
for test_suite in test_collection if isinstance(test_suite, unittest.suite.TestSuite)
for test_suite in test_collection
for test_case in test_suite
]

View File

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

View File

@@ -12,7 +12,6 @@ from typing import (Any, Callable, ClassVar, Dict, FrozenSet, Iterable, List, Ma
from Options import item_and_loc_options, ItemsAccessibility, OptionGroup, PerGameCommonOptions
from BaseClasses import CollectionState
from Utils import deprecate
if TYPE_CHECKING:
from BaseClasses import MultiWorld, Item, Location, Tutorial, Region, Entrance
@@ -76,20 +75,19 @@ class AutoWorldRegister(type):
# TODO - remove this once all worlds use options dataclasses
if "options_dataclass" not in dct and "option_definitions" in dct:
# TODO - switch to deprecate after a version
deprecate(f"{name} Assigned options through option_definitions which is now deprecated. "
"Please use options_dataclass instead.")
if __debug__:
logging.warning(f"{name} Assigned options through option_definitions which is now deprecated. "
"Please use options_dataclass instead.")
dct["options_dataclass"] = make_dataclass(f"{name}Options", dct["option_definitions"].items(),
bases=(PerGameCommonOptions,))
# construct class
new_class = super().__new__(mcs, name, bases, dct)
new_class.__file__ = sys.modules[new_class.__module__].__file__
if "game" in dct:
if dct["game"] in AutoWorldRegister.world_types:
raise RuntimeError(f"""Game {dct["game"]} already registered in
{AutoWorldRegister.world_types[dct["game"]].__file__} when attempting to register from
{new_class.__file__}.""")
raise RuntimeError(f"""Game {dct["game"]} already registered.""")
AutoWorldRegister.world_types[dct["game"]] = new_class
new_class.__file__ = sys.modules[new_class.__module__].__file__
if ".apworld" in new_class.__file__:
new_class.zip_path = pathlib.Path(new_class.__file__).parents[1]
if "settings_key" not in dct:
@@ -112,16 +110,6 @@ class AutoLogicRegister(type):
elif not item_name.startswith("__"):
if hasattr(CollectionState, item_name):
raise Exception(f"Name conflict on Logic Mixin {name} trying to overwrite {item_name}")
assert callable(function) or "init_mixin" in dct, (
f"{name} defined class variable {item_name} without also having init_mixin.\n\n"
"Explanation:\n"
"Class variables that will be mutated need to be inintialized as instance variables in init_mixin.\n"
"If your LogicMixin variables aren't actually mutable / you don't intend to mutate them, "
"there is no point in using LogixMixin.\n"
"LogicMixin exists to track custom state variables that change when items are collected/removed."
)
setattr(CollectionState, item_name, function)
return new_class
@@ -485,7 +473,7 @@ class World(metaclass=AutoWorldRegister):
def get_filler_item_name(self) -> str:
"""Called when the item pool needs to be filled with additional items to match location count."""
logging.warning(f"World {self} is generating a filler item without custom filler pool.")
return self.random.choice(tuple(self.item_name_to_id.keys()))
return self.multiworld.random.choice(tuple(self.item_name_to_id.keys()))
@classmethod
def create_group(cls, multiworld: "MultiWorld", new_player_id: int, players: Set[int]) -> World:

View File

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

View File

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

View File

@@ -238,10 +238,10 @@ async def proxy_loop(ctx: AHITContext):
logger.info("Aborting AHIT Proxy Client due to errors")
def launch(*launch_args: str):
def launch():
async def main():
parser = get_base_parser()
args = parser.parse_args(launch_args)
args = parser.parse_args()
ctx = AHITContext(args.connect, args.password)
logger.info("Starting A Hat in Time proxy server")

View File

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

View File

@@ -1,6 +1,6 @@
from BaseClasses import Item, ItemClassification, Tutorial, Location, MultiWorld
from .Items import item_table, create_item, relic_groups, act_contracts, create_itempool, get_shop_trap_name, \
calculate_yarn_costs, alps_hooks, junk_weights
calculate_yarn_costs, alps_hooks
from .Regions import create_regions, randomize_act_entrances, chapter_act_info, create_events, get_shuffled_region
from .Locations import location_table, contract_locations, is_location_valid, get_location_names, TASKSANITY_START_ID, \
get_total_locations
@@ -16,9 +16,9 @@ from worlds.LauncherComponents import Component, components, icon_paths, launch
from Utils import local_path
def launch_client(*args: str):
def launch_client():
from .Client import launch
launch_component(launch, name="AHITClient", args=args)
launch_component(launch, name="AHITClient")
components.append(Component("A Hat in Time Client", "AHITClient", func=launch_client,
@@ -78,9 +78,6 @@ class HatInTimeWorld(World):
self.nyakuza_thug_items: Dict[str, int] = {}
self.badge_seller_count: int = 0
def get_filler_item_name(self) -> str:
return self.random.choices(list(junk_weights.keys()), weights=junk_weights.values(), k=1)[0]
def generate_early(self):
adjust_options(self)

View File

@@ -102,7 +102,7 @@ def KholdstareDefeatRule(state, player: int) -> bool:
state.has('Fire Rod', player) or
(
state.has('Bombos', player) and
(has_sword(state, player) or state.multiworld.worlds[player].options.swordless)
(has_sword(state, player) or state.multiworld.swordless[player])
)
) and
(
@@ -111,7 +111,7 @@ def KholdstareDefeatRule(state, player: int) -> bool:
(
state.has('Fire Rod', player) and
state.has('Bombos', player) and
state.multiworld.worlds[player].options.swordless and
state.multiworld.swordless[player] and
can_extend_magic(state, player, 16)
)
)
@@ -137,7 +137,7 @@ def AgahnimDefeatRule(state, player: int) -> bool:
def GanonDefeatRule(state, player: int) -> bool:
if state.multiworld.worlds[player].options.swordless:
if state.multiworld.swordless[player]:
return state.has('Hammer', player) and \
has_fire_source(state, player) and \
state.has('Silver Bow', player) and \
@@ -146,7 +146,7 @@ def GanonDefeatRule(state, player: int) -> bool:
can_hurt = has_beam_sword(state, player)
common = can_hurt and has_fire_source(state, player)
# silverless ganon may be needed in anything higher than no glitches
if state.multiworld.worlds[player].options.glitches_required != 'no_glitches':
if state.multiworld.glitches_required[player] != 'no_glitches':
# need to light torch a sufficient amount of times
return common and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or (
state.has('Silver Bow', player) and can_shoot_arrows(state, player)) or
@@ -248,7 +248,7 @@ for location in boss_location_table:
def place_boss(world: "ALTTPWorld", boss: str, location: str, level: Optional[str]) -> None:
player = world.player
if location == 'Ganons Tower' and world.options.mode == 'inverted':
if location == 'Ganons Tower' and world.multiworld.mode[player] == 'inverted':
location = 'Inverted Ganons Tower'
logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
world.dungeons[location].bosses[level] = BossFactory(boss, player)
@@ -260,8 +260,9 @@ def format_boss_location(location_name: str, level: str) -> str:
def place_bosses(world: "ALTTPWorld") -> None:
multiworld = world.multiworld
player = world.player
# will either be an int or a lower case string with ';' between options
boss_shuffle: Union[str, int] = world.options.boss_shuffle.value
boss_shuffle: Union[str, int] = multiworld.boss_shuffle[player].value
already_placed_bosses: List[str] = []
remaining_locations: List[Tuple[str, str]] = []
# handle plando

View File

@@ -66,7 +66,7 @@ def create_dungeons(world: "ALTTPWorld"):
def make_dungeon(name, default_boss, dungeon_regions, big_key, small_keys, dungeon_items):
dungeon = Dungeon(name, dungeon_regions, big_key,
[] if multiworld.worlds[player].options.small_key_shuffle == small_key_shuffle.option_universal else small_keys,
[] if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal else small_keys,
dungeon_items, player)
for item in dungeon.all_items:
item.dungeon = dungeon
@@ -143,7 +143,7 @@ def create_dungeons(world: "ALTTPWorld"):
item_factory(['Small Key (Turtle Rock)'] * 6, world),
item_factory(['Map (Turtle Rock)', 'Compass (Turtle Rock)'], world))
if multiworld.worlds[player].options.mode != 'inverted':
if multiworld.mode[player] != 'inverted':
AT = make_dungeon('Agahnims Tower', 'Agahnim', ['Agahnims Tower', 'Agahnim 1'], None,
item_factory(['Small Key (Agahnims Tower)'] * 4, world), [])
GT = make_dungeon('Ganons Tower', 'Agahnim2',

View File

@@ -54,13 +54,16 @@ def parse_arguments(argv, no_defaults=False):
ret = parser.parse_args(argv)
# cannot be set through CLI currently
ret.plando_items = []
ret.plando_texts = {}
ret.plando_connections = []
if multiargs.multi:
defaults = copy.deepcopy(ret)
for player in range(1, multiargs.multi + 1):
playerargs = parse_arguments(shlex.split(getattr(ret, f"p{player}")), True)
for name in ["game", "sprite", "sprite_pool"]:
for name in ["plando_items", "plando_texts", "plando_connections", "game", "sprite", "sprite_pool"]:
value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name)
if player == 1:
setattr(ret, name, {1: value})

View File

@@ -23,17 +23,17 @@ def link_entrances(world, player):
connect_simple(world, exitname, regionname, player)
# if we do not shuffle, set default connections
if world.worlds[player].options.entrance_shuffle == 'vanilla':
if world.entrance_shuffle[player] == 'vanilla':
for exitname, regionname in default_connections:
connect_simple(world, exitname, regionname, player)
for exitname, regionname in default_dungeon_connections:
connect_simple(world, exitname, regionname, player)
elif world.worlds[player].options.entrance_shuffle == 'dungeons_simple':
elif world.entrance_shuffle[player] == 'dungeons_simple':
for exitname, regionname in default_connections:
connect_simple(world, exitname, regionname, player)
simple_shuffle_dungeons(world, player)
elif world.worlds[player].options.entrance_shuffle == 'dungeons_full':
elif world.entrance_shuffle[player] == 'dungeons_full':
for exitname, regionname in default_connections:
connect_simple(world, exitname, regionname, player)
@@ -43,7 +43,7 @@ def link_entrances(world, player):
lw_entrances = list(LW_Dungeon_Entrances)
dw_entrances = list(DW_Dungeon_Entrances)
if world.worlds[player].options.mode == 'standard':
if world.mode[player] == 'standard':
# must connect front of hyrule castle to do escape
connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
else:
@@ -56,7 +56,7 @@ def link_entrances(world, player):
dw_entrances.append('Ganons Tower')
dungeon_exits.append('Ganons Tower Exit')
if world.worlds[player].options.mode == 'standard':
if world.mode[player] == 'standard':
# rest of hyrule castle must be in light world, so it has to be the one connected to east exit of desert
hyrule_castle_exits = [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')]
connect_mandatory_exits(world, lw_entrances, hyrule_castle_exits, list(LW_Dungeon_Entrances_Must_Exit), player)
@@ -65,9 +65,9 @@ def link_entrances(world, player):
connect_mandatory_exits(world, lw_entrances, dungeon_exits, list(LW_Dungeon_Entrances_Must_Exit), player)
connect_mandatory_exits(world, dw_entrances, dungeon_exits, list(DW_Dungeon_Entrances_Must_Exit), player)
connect_caves(world, lw_entrances, dw_entrances, dungeon_exits, player)
elif world.worlds[player].options.entrance_shuffle == 'dungeons_crossed':
elif world.entrance_shuffle[player] == 'dungeons_crossed':
crossed_shuffle_dungeons(world, player)
elif world.worlds[player].options.entrance_shuffle == 'simple':
elif world.entrance_shuffle[player] == 'simple':
simple_shuffle_dungeons(world, player)
old_man_entrances = list(Old_Man_Entrances)
@@ -138,7 +138,7 @@ def link_entrances(world, player):
# place remaining doors
connect_doors(world, single_doors, door_targets, player)
elif world.worlds[player].options.entrance_shuffle == 'restricted':
elif world.entrance_shuffle[player] == 'restricted':
simple_shuffle_dungeons(world, player)
lw_entrances = list(LW_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances)
@@ -210,7 +210,7 @@ def link_entrances(world, player):
# place remaining doors
connect_doors(world, doors, door_targets, player)
elif world.worlds[player].options.entrance_shuffle == 'full':
elif world.entrance_shuffle[player] == 'full':
skull_woods_shuffle(world, player)
lw_entrances = list(LW_Entrances + LW_Dungeon_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances)
@@ -227,7 +227,7 @@ def link_entrances(world, player):
# tavern back door cannot be shuffled yet
connect_doors(world, ['Tavern North'], ['Tavern'], player)
if world.worlds[player].options.mode == 'standard':
if world.mode[player] == 'standard':
# must connect front of hyrule castle to do escape
connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
else:
@@ -264,7 +264,7 @@ def link_entrances(world, player):
pass
else: #if the cave wasn't placed we get here
connect_caves(world, lw_entrances, [], old_man_house, player)
if world.worlds[player].options.mode == 'standard':
if world.mode[player] == 'standard':
# rest of hyrule castle must be in light world
connect_caves(world, lw_entrances, [], [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')], player)
@@ -316,7 +316,7 @@ def link_entrances(world, player):
# place remaining doors
connect_doors(world, doors, door_targets, player)
elif world.worlds[player].options.entrance_shuffle == 'crossed':
elif world.entrance_shuffle[player] == 'crossed':
skull_woods_shuffle(world, player)
entrances = list(LW_Entrances + LW_Dungeon_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances + DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors)
@@ -331,7 +331,7 @@ def link_entrances(world, player):
# tavern back door cannot be shuffled yet
connect_doors(world, ['Tavern North'], ['Tavern'], player)
if world.worlds[player].options.mode == 'standard':
if world.mode[player] == 'standard':
# must connect front of hyrule castle to do escape
connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
else:
@@ -348,7 +348,7 @@ def link_entrances(world, player):
#place must-exit caves
connect_mandatory_exits(world, entrances, caves, must_exits, player)
if world.worlds[player].options.mode == 'standard':
if world.mode[player] == 'standard':
# rest of hyrule castle must be dealt with
connect_caves(world, entrances, [], [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')], player)
@@ -394,7 +394,7 @@ def link_entrances(world, player):
# place remaining doors
connect_doors(world, entrances, door_targets, player)
elif world.worlds[player].options.entrance_shuffle == 'insanity':
elif world.entrance_shuffle[player] == 'insanity':
# beware ye who enter here
entrances = LW_Entrances + LW_Dungeon_Entrances + DW_Entrances + DW_Dungeon_Entrances + Old_Man_Entrances + ['Skull Woods Second Section Door (East)', 'Skull Woods First Section Door', 'Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave']
@@ -431,7 +431,7 @@ def link_entrances(world, player):
# tavern back door cannot be shuffled yet
connect_doors(world, ['Tavern North'], ['Tavern'], player)
if world.worlds[player].options.mode == 'standard':
if world.mode[player] == 'standard':
# cannot move uncle cave
connect_entrance(world, 'Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance', player)
connect_exit(world, 'Hyrule Castle Secret Entrance Exit', 'Hyrule Castle Secret Entrance Stairs', player)
@@ -464,7 +464,7 @@ def link_entrances(world, player):
connect_entrance(world, hole, hole_targets.pop(), player)
# hyrule castle handling
if world.worlds[player].options.mode == 'standard':
if world.mode[player] == 'standard':
# must connect front of hyrule castle to do escape
connect_entrance(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
connect_exit(world, 'Hyrule Castle Exit (South)', 'Hyrule Castle Entrance (South)', player)
@@ -544,12 +544,12 @@ def link_entrances(world, player):
else:
raise NotImplementedError(
f'{world.worlds[player].options.entrance_shuffle} Shuffling not supported yet. Player {world.get_player_name(player)}')
f'{world.entrance_shuffle[player]} Shuffling not supported yet. Player {world.get_player_name(player)}')
if world.worlds[player].options.glitches_required in ['overworld_glitches', 'hybrid_major_glitches', 'no_logic']:
if world.glitches_required[player] in ['overworld_glitches', 'hybrid_major_glitches', 'no_logic']:
overworld_glitch_connections(world, player)
# mandatory hybrid major glitches connections
if world.worlds[player].options.glitches_required in ['hybrid_major_glitches', 'no_logic']:
if world.glitches_required[player] in ['hybrid_major_glitches', 'no_logic']:
underworld_glitch_connections(world, player)
# check for swamp palace fix
@@ -584,17 +584,17 @@ def link_inverted_entrances(world, player):
connect_simple(world, exitname, regionname, player)
# if we do not shuffle, set default connections
if world.worlds[player].options.entrance_shuffle == 'vanilla':
if world.entrance_shuffle[player] == 'vanilla':
for exitname, regionname in inverted_default_connections:
connect_simple(world, exitname, regionname, player)
for exitname, regionname in inverted_default_dungeon_connections:
connect_simple(world, exitname, regionname, player)
elif world.worlds[player].options.entrance_shuffle == 'dungeons_simple':
elif world.entrance_shuffle[player] == 'dungeons_simple':
for exitname, regionname in inverted_default_connections:
connect_simple(world, exitname, regionname, player)
simple_shuffle_dungeons(world, player)
elif world.worlds[player].options.entrance_shuffle == 'dungeons_full':
elif world.entrance_shuffle[player] == 'dungeons_full':
for exitname, regionname in inverted_default_connections:
connect_simple(world, exitname, regionname, player)
@@ -649,9 +649,9 @@ def link_inverted_entrances(world, player):
connect_mandatory_exits(world, lw_entrances, dungeon_exits, lw_dungeon_entrances_must_exit, player)
connect_caves(world, lw_entrances, dw_entrances, dungeon_exits, player)
elif world.worlds[player].options.entrance_shuffle == 'dungeons_crossed':
elif world.entrance_shuffle[player] == 'dungeons_crossed':
inverted_crossed_shuffle_dungeons(world, player)
elif world.worlds[player].options.entrance_shuffle == 'simple':
elif world.entrance_shuffle[player] == 'simple':
simple_shuffle_dungeons(world, player)
old_man_entrances = list(Inverted_Old_Man_Entrances)
@@ -748,7 +748,7 @@ def link_inverted_entrances(world, player):
# place remaining doors
connect_doors(world, single_doors, door_targets, player)
elif world.worlds[player].options.entrance_shuffle == 'restricted':
elif world.entrance_shuffle[player] == 'restricted':
simple_shuffle_dungeons(world, player)
lw_entrances = list(Inverted_LW_Entrances + Inverted_LW_Single_Cave_Doors)
@@ -833,7 +833,7 @@ def link_inverted_entrances(world, player):
doors = lw_entrances + dw_entrances
# place remaining doors
connect_doors(world, doors, door_targets, player)
elif world.worlds[player].options.entrance_shuffle == 'full':
elif world.entrance_shuffle[player] == 'full':
skull_woods_shuffle(world, player)
lw_entrances = list(Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + Inverted_LW_Single_Cave_Doors)
@@ -984,7 +984,7 @@ def link_inverted_entrances(world, player):
# place remaining doors
connect_doors(world, doors, door_targets, player)
elif world.worlds[player].options.entrance_shuffle == 'crossed':
elif world.entrance_shuffle[player] == 'crossed':
skull_woods_shuffle(world, player)
entrances = list(Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + Inverted_LW_Single_Cave_Doors + Inverted_Old_Man_Entrances + Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors)
@@ -1095,7 +1095,7 @@ def link_inverted_entrances(world, player):
# place remaining doors
connect_doors(world, entrances, door_targets, player)
elif world.worlds[player].options.entrance_shuffle == 'insanity':
elif world.entrance_shuffle[player] == 'insanity':
# beware ye who enter here
entrances = Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)', 'Skull Woods First Section Door', 'Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave', 'Hyrule Castle Entrance (South)']
@@ -1254,10 +1254,10 @@ def link_inverted_entrances(world, player):
else:
raise NotImplementedError('Shuffling not supported yet')
if world.worlds[player].options.glitches_required in ['overworld_glitches', 'hybrid_major_glitches', 'no_logic']:
if world.glitches_required[player] in ['overworld_glitches', 'hybrid_major_glitches', 'no_logic']:
overworld_glitch_connections(world, player)
# mandatory hybrid major glitches connections
if world.worlds[player].options.glitches_required in ['hybrid_major_glitches', 'no_logic']:
if world.glitches_required[player] in ['hybrid_major_glitches', 'no_logic']:
underworld_glitch_connections(world, player)
# patch swamp drain
@@ -1349,7 +1349,7 @@ def scramble_holes(world, player):
else:
hole_targets.append(('Pyramid Exit', 'Pyramid'))
if world.worlds[player].options.mode == 'standard':
if world.mode[player] == 'standard':
# cannot move uncle cave
connect_two_way(world, 'Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance Exit', player)
connect_entrance(world, 'Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance', player)
@@ -1358,14 +1358,14 @@ def scramble_holes(world, player):
hole_targets.append(('Hyrule Castle Secret Entrance Exit', 'Hyrule Castle Secret Entrance'))
# do not shuffle sanctuary into pyramid hole unless shuffle is crossed
if world.worlds[player].options.entrance_shuffle == 'crossed':
if world.entrance_shuffle[player] == 'crossed':
hole_targets.append(('Sanctuary Exit', 'Sewer Drop'))
if world.shuffle_ganon:
world.random.shuffle(hole_targets)
exit, target = hole_targets.pop()
connect_two_way(world, 'Pyramid Entrance', exit, player)
connect_entrance(world, 'Pyramid Hole', target, player)
if world.worlds[player].options.entrance_shuffle != 'crossed':
if world.entrance_shuffle[player] != 'crossed':
hole_targets.append(('Sanctuary Exit', 'Sewer Drop'))
world.random.shuffle(hole_targets)
@@ -1400,14 +1400,14 @@ def scramble_inverted_holes(world, player):
hole_targets.append(('Hyrule Castle Secret Entrance Exit', 'Hyrule Castle Secret Entrance'))
# do not shuffle sanctuary into pyramid hole unless shuffle is crossed
if world.worlds[player].options.entrance_shuffle == 'crossed':
if world.entrance_shuffle[player] == 'crossed':
hole_targets.append(('Sanctuary Exit', 'Sewer Drop'))
if world.shuffle_ganon:
world.random.shuffle(hole_targets)
exit, target = hole_targets.pop()
connect_two_way(world, 'Inverted Pyramid Entrance', exit, player)
connect_entrance(world, 'Inverted Pyramid Hole', target, player)
if world.worlds[player].options.entrance_shuffle != 'crossed':
if world.entrance_shuffle[player] != 'crossed':
hole_targets.append(('Sanctuary Exit', 'Sewer Drop'))
world.random.shuffle(hole_targets)
@@ -1430,15 +1430,15 @@ def connect_random(world, exitlist, targetlist, player, two_way=False):
def connect_mandatory_exits(world, entrances, caves, must_be_exits, player):
# Keeps track of entrances that cannot be used to access each exit / cave
if world.worlds[player].options.mode == 'inverted':
if world.mode[player] == 'inverted':
invalid_connections = Inverted_Must_Exit_Invalid_Connections.copy()
else:
invalid_connections = Must_Exit_Invalid_Connections.copy()
invalid_cave_connections = defaultdict(set)
if world.worlds[player].options.glitches_required in ['overworld_glitches', 'hybrid_major_glitches', 'no_logic']:
if world.glitches_required[player] in ['overworld_glitches', 'hybrid_major_glitches', 'no_logic']:
from . import OverworldGlitchRules
for entrance in OverworldGlitchRules.get_non_mandatory_exits(world.worlds[player].options.mode == 'inverted'):
for entrance in OverworldGlitchRules.get_non_mandatory_exits(world.mode[player] == 'inverted'):
invalid_connections[entrance] = set()
if entrance in must_be_exits:
must_be_exits.remove(entrance)
@@ -1449,7 +1449,7 @@ def connect_mandatory_exits(world, entrances, caves, must_be_exits, player):
world.random.shuffle(caves)
# Handle inverted Aga Tower - if it depends on connections, then so does Hyrule Castle Ledge
if world.worlds[player].options.mode == 'inverted':
if world.mode[player] == 'inverted':
for entrance in invalid_connections:
if world.get_entrance(entrance, player).connected_region == world.get_region('Inverted Agahnims Tower',
player):
@@ -1490,7 +1490,7 @@ def connect_mandatory_exits(world, entrances, caves, must_be_exits, player):
entrance = next(e for e in entrances[::-1] if e not in invalid_connections[exit])
cave_entrances.append(entrance)
entrances.remove(entrance)
connect_two_way(world, entrance, cave_exit, player)
connect_two_way(world,entrance,cave_exit, player)
if entrance not in invalid_connections:
invalid_connections[exit] = set()
if all(entrance in invalid_connections for entrance in cave_entrances):
@@ -1564,7 +1564,7 @@ def simple_shuffle_dungeons(world, player):
dungeon_entrances = ['Eastern Palace', 'Tower of Hera', 'Thieves Town', 'Skull Woods Final Section', 'Palace of Darkness', 'Ice Palace', 'Misery Mire', 'Swamp Palace']
dungeon_exits = ['Eastern Palace Exit', 'Tower of Hera Exit', 'Thieves Town Exit', 'Skull Woods Final Section Exit', 'Palace of Darkness Exit', 'Ice Palace Exit', 'Misery Mire Exit', 'Swamp Palace Exit']
if world.worlds[player].options.mode != 'inverted':
if world.mode[player] != 'inverted':
if not world.shuffle_ganon:
connect_two_way(world, 'Ganons Tower', 'Ganons Tower Exit', player)
else:
@@ -1579,13 +1579,13 @@ def simple_shuffle_dungeons(world, player):
# mix up 4 door dungeons
multi_dungeons = ['Desert', 'Turtle Rock']
if world.worlds[player].options.mode == 'open' or (world.worlds[player].options.mode == 'inverted' and world.shuffle_ganon):
if world.mode[player] == 'open' or (world.mode[player] == 'inverted' and world.shuffle_ganon):
multi_dungeons.append('Hyrule Castle')
world.random.shuffle(multi_dungeons)
dp_target = multi_dungeons[0]
tr_target = multi_dungeons[1]
if world.worlds[player].options.mode not in ['open', 'inverted'] or (world.worlds[player].options.mode == 'inverted' and world.shuffle_ganon is False):
if world.mode[player] not in ['open', 'inverted'] or (world.mode[player] == 'inverted' and world.shuffle_ganon is False):
# place hyrule castle as intended
hc_target = 'Hyrule Castle'
else:
@@ -1593,7 +1593,7 @@ def simple_shuffle_dungeons(world, player):
# ToDo improve this?
if world.worlds[player].options.mode != 'inverted':
if world.mode[player] != 'inverted':
if hc_target == 'Hyrule Castle':
connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
connect_two_way(world, 'Hyrule Castle Entrance (East)', 'Hyrule Castle Exit (East)', player)
@@ -1708,7 +1708,7 @@ def crossed_shuffle_dungeons(world, player: int):
dungeon_entrances.append('Ganons Tower')
dungeon_exits.append('Ganons Tower Exit')
if world.worlds[player].options.mode == 'standard':
if world.mode[player] == 'standard':
# must connect front of hyrule castle to do escape
connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
else:
@@ -1718,7 +1718,7 @@ def crossed_shuffle_dungeons(world, player: int):
connect_mandatory_exits(world, dungeon_entrances, dungeon_exits,
LW_Dungeon_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit, player)
if world.worlds[player].options.mode == 'standard':
if world.mode[player] == 'standard':
connect_caves(world, dungeon_entrances, [], [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')], player)
connect_caves(world, dungeon_entrances, [], dungeon_exits, player)
@@ -1823,14 +1823,14 @@ lookup = {
def plando_connect(world, player: int):
if world.worlds[player].options.plando_connections:
for connection in world.worlds[player].options.plando_connections:
if world.plando_connections[player]:
for connection in world.plando_connections[player]:
func = lookup[connection.direction]
try:
func(world, connection.entrance, connection.exit, player)
except Exception as e:
raise Exception(f"Could not connect using {connection}") from e
if world.worlds[player].options.mode != 'inverted':
if world.mode[player] != 'inverted':
mark_light_world_regions(world, player)
else:
mark_dark_world_regions(world, player)

View File

@@ -226,25 +226,25 @@ def generate_itempool(world):
player = world.player
multiworld = world.multiworld
if world.options.item_pool.current_key not in difficulties:
raise NotImplementedError(f"Diffulty {world.options.item_pool}")
if world.options.goal not in ('ganon', 'pedestal', 'bosses', 'triforce_hunt', 'local_triforce_hunt',
'ganon_triforce_hunt', 'local_ganon_triforce_hunt', 'crystals',
'ganon_pedestal'):
raise NotImplementedError(f"Goal {world.options.goal} for player {player}")
if world.options.mode not in ('open', 'standard', 'inverted'):
raise NotImplementedError(f"Mode {world.options.mode} for player {player}")
if world.options.timer not in (False, 'display', 'timed', 'timed_ohko', 'ohko', 'timed_countdown'):
raise NotImplementedError(f"Timer {world.options.timer} for player {player}")
if multiworld.item_pool[player].current_key not in difficulties:
raise NotImplementedError(f"Diffulty {multiworld.item_pool[player]}")
if multiworld.goal[player] not in ('ganon', 'pedestal', 'bosses', 'triforce_hunt', 'local_triforce_hunt',
'ganon_triforce_hunt', 'local_ganon_triforce_hunt', 'crystals',
'ganon_pedestal'):
raise NotImplementedError(f"Goal {multiworld.goal[player]} for player {player}")
if multiworld.mode[player] not in ('open', 'standard', 'inverted'):
raise NotImplementedError(f"Mode {multiworld.mode[player]} for player {player}")
if multiworld.timer[player] not in (False, 'display', 'timed', 'timed_ohko', 'ohko', 'timed_countdown'):
raise NotImplementedError(f"Timer {multiworld.timer[player]} for player {player}")
if world.options.timer in ['ohko', 'timed_ohko']:
if multiworld.timer[player] in ['ohko', 'timed_ohko']:
world.can_take_damage = False
if world.options.goal in ['pedestal', 'triforce_hunt', 'local_triforce_hunt']:
if multiworld.goal[player] in ['pedestal', 'triforce_hunt', 'local_triforce_hunt']:
multiworld.push_item(multiworld.get_location('Ganon', player), item_factory('Nothing', world), False)
else:
multiworld.push_item(multiworld.get_location('Ganon', player), item_factory('Triforce', world), False)
if world.options.goal in ['triforce_hunt', 'local_triforce_hunt']:
if multiworld.goal[player] in ['triforce_hunt', 'local_triforce_hunt']:
region = multiworld.get_region('Light World', player)
loc = ALttPLocation(player, "Murahdahla", parent=region)
@@ -288,7 +288,7 @@ def generate_itempool(world):
for item in precollected_items:
multiworld.push_precollected(item_factory(item, world))
if world.options.mode == 'standard' and not has_melee_weapon(multiworld.state, player):
if multiworld.mode[player] == 'standard' and not has_melee_weapon(multiworld.state, player):
if "Link's Uncle" not in placed_items:
found_sword = False
found_bow = False
@@ -304,10 +304,10 @@ def generate_itempool(world):
elif item in ['Hammer', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna']:
if item not in possible_weapons:
possible_weapons.append(item)
elif (item == 'Bombs (10)' and (not world.options.bombless_start) and item not in
elif (item == 'Bombs (10)' and (not multiworld.bombless_start[player]) and item not in
possible_weapons):
possible_weapons.append(item)
elif (item in ['Bomb Upgrade (+10)', 'Bomb Upgrade (50)'] and world.options.bombless_start and item
elif (item in ['Bomb Upgrade (+10)', 'Bomb Upgrade (50)'] and multiworld.bombless_start[player] and item
not in possible_weapons):
possible_weapons.append(item)
@@ -315,21 +315,21 @@ def generate_itempool(world):
placed_items["Link's Uncle"] = starting_weapon
pool.remove(starting_weapon)
if (placed_items["Link's Uncle"] in ['Bow', 'Progressive Bow', 'Bombs (10)', 'Bomb Upgrade (+10)',
'Bomb Upgrade (50)', 'Cane of Somaria', 'Cane of Byrna'] and world.options.enemy_health not in ['default', 'easy']):
if world.options.bombless_start and "Bomb Upgrade" not in placed_items["Link's Uncle"]:
'Bomb Upgrade (50)', 'Cane of Somaria', 'Cane of Byrna'] and multiworld.enemy_health[player] not in ['default', 'easy']):
if multiworld.bombless_start[player] and "Bomb Upgrade" not in placed_items["Link's Uncle"]:
if 'Bow' in placed_items["Link's Uncle"]:
world.escape_assist.append('arrows')
multiworld.worlds[player].escape_assist.append('arrows')
elif 'Cane' in placed_items["Link's Uncle"]:
world.escape_assist.append('magic')
multiworld.worlds[player].escape_assist.append('magic')
else:
world.escape_assist.append('bombs')
multiworld.worlds[player].escape_assist.append('bombs')
for (location, item) in placed_items.items():
multiworld.get_location(location, player).place_locked_item(item_factory(item, world))
items = item_factory(pool, world)
# convert one Progressive Bow into Progressive Bow (Alt), in ID only, for ganon silvers hint text
if world.has_progressive_bows:
if multiworld.worlds[player].has_progressive_bows:
for item in items:
if item.code == 0x64: # Progressive Bow
item.code = 0x65 # Progressive Bow (Alt)
@@ -338,21 +338,21 @@ def generate_itempool(world):
if clock_mode:
world.clock_mode = clock_mode
world.treasure_hunt_required = treasure_hunt_required % 999
world.treasure_hunt_total = treasure_hunt_total
multiworld.worlds[player].treasure_hunt_required = treasure_hunt_required % 999
multiworld.worlds[player].treasure_hunt_total = treasure_hunt_total
dungeon_items = [item for item in get_dungeon_item_pool_player(world)
if item.name not in world.dungeon_local_item_names]
if item.name not in multiworld.worlds[player].dungeon_local_item_names]
for key_loc in key_drop_data:
key_data = key_drop_data[key_loc]
drop_item = item_factory(key_data[3], world)
if not world.options.key_drop_shuffle:
if not multiworld.key_drop_shuffle[player]:
if drop_item in dungeon_items:
dungeon_items.remove(drop_item)
else:
dungeon = drop_item.name.split("(")[1].split(")")[0]
if world.options.mode == 'inverted':
if multiworld.mode[player] == 'inverted':
if dungeon == "Agahnims Tower":
dungeon = "Inverted Agahnims Tower"
if dungeon == "Ganons Tower":
@@ -365,7 +365,7 @@ def generate_itempool(world):
loc = multiworld.get_location(key_loc, player)
loc.place_locked_item(drop_item)
loc.address = None
elif "Small" in key_data[3] and world.options.small_key_shuffle == small_key_shuffle.option_universal:
elif "Small" in key_data[3] and multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
# key drop shuffle and universal keys are on. Add universal keys in place of key drop keys.
multiworld.itempool.append(item_factory(GetBeemizerItem(multiworld, player, 'Small Key (Universal)'), world))
dungeon_item_replacements = sum(difficulties[world.options.item_pool.current_key].extras, []) * 2
@@ -373,10 +373,10 @@ def generate_itempool(world):
for x in range(len(dungeon_items)-1, -1, -1):
item = dungeon_items[x]
if ((world.options.small_key_shuffle == small_key_shuffle.option_start_with and item.type == 'SmallKey')
or (world.options.big_key_shuffle == big_key_shuffle.option_start_with and item.type == 'BigKey')
or (world.options.compass_shuffle == compass_shuffle.option_start_with and item.type == 'Compass')
or (world.options.map_shuffle == map_shuffle.option_start_with and item.type == 'Map')):
if ((multiworld.small_key_shuffle[player] == small_key_shuffle.option_start_with and item.type == 'SmallKey')
or (multiworld.big_key_shuffle[player] == big_key_shuffle.option_start_with and item.type == 'BigKey')
or (multiworld.compass_shuffle[player] == compass_shuffle.option_start_with and item.type == 'Compass')
or (multiworld.map_shuffle[player] == map_shuffle.option_start_with and item.type == 'Map')):
dungeon_items.pop(x)
multiworld.push_precollected(item)
multiworld.itempool.append(item_factory(dungeon_item_replacements.pop(), world))
@@ -384,7 +384,7 @@ def generate_itempool(world):
set_up_shops(multiworld, player)
if world.options.retro_bow:
if multiworld.retro_bow[player]:
shop_items = 0
shop_locations = [location for shop_locations in (shop.region.locations for shop in multiworld.shops if
shop.type == ShopType.Shop and shop.region.player == player) for location in shop_locations if
@@ -395,12 +395,12 @@ def generate_itempool(world):
else:
shop_items += 1
else:
shop_items = min(world.options.shop_item_slots, 30 if world.options.include_witch_hut else 27)
shop_items = min(multiworld.shop_item_slots[player], 30 if multiworld.include_witch_hut[player] else 27)
if world.options.shuffle_capacity_upgrades:
if multiworld.shuffle_capacity_upgrades[player]:
shop_items += 2
chance_100 = int(world.options.retro_bow) * 0.25 + int(
world.options.small_key_shuffle == small_key_shuffle.option_universal) * 0.5
chance_100 = int(multiworld.retro_bow[player]) * 0.25 + int(
multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal) * 0.5
for _ in range(shop_items):
if multiworld.random.random() < chance_100:
items.append(item_factory(GetBeemizerItem(multiworld, player, "Rupees (100)"), world))
@@ -410,19 +410,19 @@ def generate_itempool(world):
multiworld.random.shuffle(items)
pool_count = len(items)
new_items = ["Triforce Piece" for _ in range(additional_triforce_pieces)]
if world.options.shuffle_capacity_upgrades or world.options.bombless_start:
progressive = world.options.progressive
if multiworld.shuffle_capacity_upgrades[player] or multiworld.bombless_start[player]:
progressive = multiworld.progressive[player]
progressive = multiworld.random.choice([True, False]) if progressive == 'grouped_random' else progressive == 'on'
if world.options.shuffle_capacity_upgrades == "on_combined":
if multiworld.shuffle_capacity_upgrades[player] == "on_combined":
new_items.append("Bomb Upgrade (50)")
elif world.options.shuffle_capacity_upgrades == "on":
elif multiworld.shuffle_capacity_upgrades[player] == "on":
new_items += ["Bomb Upgrade (+5)"] * 6
new_items.append("Bomb Upgrade (+5)" if progressive else "Bomb Upgrade (+10)")
if world.options.shuffle_capacity_upgrades != "on_combined" and world.options.bombless_start:
if multiworld.shuffle_capacity_upgrades[player] != "on_combined" and multiworld.bombless_start[player]:
new_items.append("Bomb Upgrade (+5)" if progressive else "Bomb Upgrade (+10)")
if world.options.shuffle_capacity_upgrades and not world.options.retro_bow:
if world.options.shuffle_capacity_upgrades == "on_combined":
if multiworld.shuffle_capacity_upgrades[player] and not multiworld.retro_bow[player]:
if multiworld.shuffle_capacity_upgrades[player] == "on_combined":
new_items += ["Arrow Upgrade (70)"]
else:
new_items += ["Arrow Upgrade (+5)"] * 6
@@ -481,7 +481,7 @@ def generate_itempool(world):
if len(items) < pool_count:
items += removed_filler[len(items) - pool_count:]
if world.options.randomize_cost_types:
if multiworld.randomize_cost_types[player]:
# Heart and Arrow costs require all Heart Container/Pieces and Arrow Upgrades to be advancement items for logic
for item in items:
if item.name in ("Boss Heart Container", "Sanctuary Heart Container", "Piece of Heart"):
@@ -490,25 +490,21 @@ def generate_itempool(world):
# Otherwise, logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
# rather than making all hearts/heart pieces progression items (which slows down generation considerably)
# We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
try:
next(item for item in items if item.name == 'Boss Heart Container').classification \
|= ItemClassification.progression
except StopIteration:
if multiworld.item_pool[player] in ['easy', 'normal', 'hard'] and not (multiworld.custom and multiworld.customitemarray[30] == 0):
next(item for item in items if item.name == 'Boss Heart Container').classification = ItemClassification.progression
elif multiworld.item_pool[player] in ['expert'] and not (multiworld.custom and multiworld.customitemarray[29] < 4):
adv_heart_pieces = (item for item in items if item.name == 'Piece of Heart')
for i in range(4):
try:
next(adv_heart_pieces).classification |= ItemClassification.progression
except StopIteration:
break # logically health tanking is an option, so rules should still resolve to something beatable
next(adv_heart_pieces).classification = ItemClassification.progression
world.required_medallions = (world.options.misery_mire_medallion.current_key.title(),
world.options.turtle_rock_medallion.current_key.title())
world.required_medallions = (multiworld.misery_mire_medallion[player].current_key.title(),
multiworld.turtle_rock_medallion[player].current_key.title())
place_bosses(world)
multiworld.itempool += items
if world.options.retro_caves:
if multiworld.retro_caves[player]:
set_up_take_anys(multiworld, world, player) # depends on world.itempool to be set
@@ -531,7 +527,7 @@ take_any_locations.sort()
def set_up_take_anys(multiworld, world, player):
# these are references, do not modify these lists in-place
if world.options.mode == 'inverted':
if multiworld.mode[player] == 'inverted':
take_any_locs = take_any_locations_inverted
else:
take_any_locs = take_any_locations
@@ -582,14 +578,14 @@ def set_up_take_anys(multiworld, world, player):
def get_pool_core(world, player: int):
shuffle = world.worlds[player].options.entrance_shuffle.current_key
difficulty = world.worlds[player].options.item_pool.current_key
timer = world.worlds[player].options.timer.current_key
goal = world.worlds[player].options.goal.current_key
mode = world.worlds[player].options.mode.current_key
swordless = world.worlds[player].options.swordless
retro_bow = world.worlds[player].options.retro_bow
logic = world.worlds[player].options.glitches_required
shuffle = world.entrance_shuffle[player].current_key
difficulty = world.item_pool[player].current_key
timer = world.timer[player].current_key
goal = world.goal[player].current_key
mode = world.mode[player].current_key
swordless = world.swordless[player]
retro_bow = world.retro_bow[player]
logic = world.glitches_required[player]
pool = []
placed_items = {}
@@ -606,11 +602,11 @@ def get_pool_core(world, player: int):
placed_items[loc] = item
# provide boots to major glitch dependent seeds
if logic.current_key in {'overworld_glitches', 'hybrid_major_glitches', 'no_logic'} and world.worlds[player].options.glitch_boots:
if logic.current_key in {'overworld_glitches', 'hybrid_major_glitches', 'no_logic'} and world.glitch_boots[player]:
precollected_items.append('Pegasus Boots')
pool.remove('Pegasus Boots')
pool.append('Rupees (20)')
want_progressives = world.worlds[player].options.progressive.want_progressives
want_progressives = world.progressive[player].want_progressives
if want_progressives(world.random):
pool.extend(diff.progressiveglove)
@@ -684,22 +680,22 @@ def get_pool_core(world, player: int):
additional_pieces_to_place = 0
if 'triforce_hunt' in goal:
if world.worlds[player].options.triforce_pieces_mode.value == TriforcePiecesMode.option_extra:
treasure_hunt_total = (world.worlds[player].options.triforce_pieces_required.value
+ world.worlds[player].options.triforce_pieces_extra.value)
elif world.worlds[player].options.triforce_pieces_mode.value == TriforcePiecesMode.option_percentage:
percentage = float(world.worlds[player].options.triforce_pieces_percentage.value) / 100
treasure_hunt_total = int(round(world.worlds[player].options.triforce_pieces_required.value * percentage, 0))
if world.triforce_pieces_mode[player].value == TriforcePiecesMode.option_extra:
treasure_hunt_total = (world.triforce_pieces_required[player].value
+ world.triforce_pieces_extra[player].value)
elif world.triforce_pieces_mode[player].value == TriforcePiecesMode.option_percentage:
percentage = float(world.triforce_pieces_percentage[player].value) / 100
treasure_hunt_total = int(round(world.triforce_pieces_required[player].value * percentage, 0))
else: # available
treasure_hunt_total = world.worlds[player].options.triforce_pieces_available.value
treasure_hunt_total = world.triforce_pieces_available[player].value
triforce_pieces = min(90, max(treasure_hunt_total, world.worlds[player].options.triforce_pieces_required.value))
triforce_pieces = min(90, max(treasure_hunt_total, world.triforce_pieces_required[player].value))
pieces_in_core = min(extraitems, triforce_pieces)
additional_pieces_to_place = triforce_pieces - pieces_in_core
pool.extend(["Triforce Piece"] * pieces_in_core)
extraitems -= pieces_in_core
treasure_hunt_required = world.worlds[player].options.triforce_pieces_required.value
treasure_hunt_required = world.triforce_pieces_required[player].value
for extra in diff.extras:
if extraitems >= len(extra):
@@ -711,24 +707,17 @@ def get_pool_core(world, player: int):
else:
break
if goal == 'pedestal':
place_item('Master Sword Pedestal', 'Triforce')
pool.remove("Rupees (20)")
if retro_bow:
replace = {'Single Arrow', 'Arrows (10)', 'Arrow Upgrade (+5)', 'Arrow Upgrade (+10)', 'Arrow Upgrade (70)'}
pool = ['Rupees (5)' if item in replace else item for item in pool]
if goal == 'pedestal':
place_item('Master Sword Pedestal', 'Triforce')
for rupee_name in ("Rupees (5)", "Rupees (20)", "Rupees (50)", "Rupees (100)", "Rupees (300)"):
try:
pool.remove(rupee_name)
except ValueError:
pass
else:
break
if world.worlds[player].options.small_key_shuffle == small_key_shuffle.option_universal:
if world.small_key_shuffle[player] == small_key_shuffle.option_universal:
pool.extend(diff.universal_keys)
if mode == 'standard':
if world.worlds[player].options.key_drop_shuffle:
if world.key_drop_shuffle[player]:
key_locations = ['Secret Passage', 'Hyrule Castle - Map Guard Key Drop']
key_location = world.random.choice(key_locations)
key_locations.remove(key_location)
@@ -752,11 +741,11 @@ def get_pool_core(world, player: int):
def make_custom_item_pool(world, player):
shuffle = world.worlds[player].options.entrance_shuffle
difficulty = world.worlds[player].options.item_pool
timer = world.worlds[player].options.timer
goal = world.worlds[player].options.goal
mode = world.worlds[player].options.mode
shuffle = world.entrance_shuffle[player]
difficulty = world.item_pool[player]
timer = world.timer[player]
goal = world.goal[player]
mode = world.mode[player]
customitemarray = world.customitemarray
pool = []
@@ -856,10 +845,10 @@ def make_custom_item_pool(world, player):
thisbottle = world.random.choice(diff.bottles)
pool.append(thisbottle)
if "triforce" in world.worlds[player].options.goal:
pool.extend(["Triforce Piece"] * world.worlds[player].options.triforce_pieces_available)
itemtotal += world.worlds[player].options.triforce_pieces_available
treasure_hunt_required = world.worlds[player].options.triforce_pieces_required
if "triforce" in world.goal[player]:
pool.extend(["Triforce Piece"] * world.triforce_pieces_available[player])
itemtotal += world.triforce_pieces_available[player]
treasure_hunt_required = world.triforce_pieces_required[player]
if timer in ['display', 'timed', 'timed_countdown']:
clock_mode = 'countdown' if timer == 'timed_countdown' else 'stopwatch'
@@ -873,7 +862,7 @@ def make_custom_item_pool(world, player):
itemtotal = itemtotal + 1
if mode == 'standard':
if world.worlds[player].options.small_key_shuffle == small_key_shuffle.option_universal:
if world.small_key_shuffle[player] == small_key_shuffle.option_universal:
key_location = world.random.choice(
['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest',
'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross'])
@@ -896,9 +885,9 @@ def make_custom_item_pool(world, player):
pool.extend(['Magic Mirror'] * customitemarray[22])
pool.extend(['Moon Pearl'] * customitemarray[28])
if world.worlds[player].options.small_key_shuffle == small_key_shuffle.option_universal:
if world.small_key_shuffle[player] == small_key_shuffle.option_universal:
itemtotal = itemtotal - 28 # Corrects for small keys not being in item pool in universal Mode
if world.worlds[player].options.key_drop_shuffle:
if world.key_drop_shuffle[player]:
itemtotal = itemtotal - (len(key_drop_data) - 1)
if itemtotal < total_items_to_place:
pool.extend(['Nothing'] * (total_items_to_place - itemtotal))

View File

@@ -11,11 +11,11 @@ def GetBeemizerItem(world, player: int, item):
return item
# first roll - replaceable item should be replaced, within beemizer_total_chance
if not world.worlds[player].options.beemizer_total_chance or world.random.random() > (world.worlds[player].options.beemizer_total_chance / 100):
if not world.beemizer_total_chance[player] or world.random.random() > (world.beemizer_total_chance[player] / 100):
return item
# second roll - bee replacement should be trap, within beemizer_trap_chance
if not world.worlds[player].options.beemizer_trap_chance or world.random.random() > (world.worlds[player].options.beemizer_trap_chance / 100):
if not world.beemizer_trap_chance[player] or world.random.random() > (world.beemizer_trap_chance[player] / 100):
return "Bee" if isinstance(item, str) else world.create_item("Bee", player)
else:
return "Bee Trap" if isinstance(item, str) else world.create_item("Bee Trap", player)

View File

@@ -156,10 +156,10 @@ class OpenPyramid(Choice):
def to_bool(self, world: MultiWorld, player: int) -> bool:
if self.value == self.option_goal:
return world.worlds[player].options.goal.current_key in {'crystals', 'ganon_triforce_hunt', 'local_ganon_triforce_hunt', 'ganon_pedestal'}
return world.goal[player].current_key in {'crystals', 'ganon_triforce_hunt', 'local_ganon_triforce_hunt', 'ganon_pedestal'}
elif self.value == self.option_auto:
return world.worlds[player].options.goal.current_key in {'crystals', 'ganon_triforce_hunt', 'local_ganon_triforce_hunt', 'ganon_pedestal'} \
and (world.worlds[player].options.entrance_shuffle.current_key in {'vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed'} or not
return world.goal[player].current_key in {'crystals', 'ganon_triforce_hunt', 'local_ganon_triforce_hunt', 'ganon_pedestal'} \
and (world.entrance_shuffle[player].current_key in {'vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed'} or not
world.shuffle_ganon)
elif self.value == self.option_open:
return True

View File

@@ -2,6 +2,8 @@
Helper functions to deliver entrance/exit/region sets to OWG rules.
"""
from BaseClasses import Entrance
from .StateHelpers import can_lift_heavy_rocks, can_boots_clip_lw, can_boots_clip_dw, can_get_glitched_speed_dw
@@ -220,14 +222,14 @@ def get_invalid_bunny_revival_dungeons():
def overworld_glitch_connections(world, player):
# Boots-accessible locations.
create_owg_connections(player, world, get_boots_clip_exits_lw(world.worlds[player].options.mode == 'inverted'))
create_owg_connections(player, world, get_boots_clip_exits_dw(world.worlds[player].options.mode == 'inverted', player))
create_owg_connections(player, world, get_boots_clip_exits_lw(world.mode[player] == 'inverted'))
create_owg_connections(player, world, get_boots_clip_exits_dw(world.mode[player] == 'inverted', player))
# Glitched speed drops.
create_owg_connections(player, world, get_glitched_speed_drops_dw(world.worlds[player].options.mode == 'inverted'))
create_owg_connections(player, world, get_glitched_speed_drops_dw(world.mode[player] == 'inverted'))
# Mirror clip spots.
if world.worlds[player].options.mode != 'inverted':
if world.mode[player] != 'inverted':
create_owg_connections(player, world, get_mirror_clip_spots_dw())
create_owg_connections(player, world, get_mirror_offset_spots_dw())
else:
@@ -237,24 +239,24 @@ def overworld_glitch_connections(world, player):
def overworld_glitches_rules(world, player):
# Boots-accessible locations.
set_owg_connection_rules(player, world, get_boots_clip_exits_lw(world.worlds[player].options.mode == 'inverted'), lambda state: can_boots_clip_lw(state, player))
set_owg_connection_rules(player, world, get_boots_clip_exits_dw(world.worlds[player].options.mode == 'inverted', player), lambda state: can_boots_clip_dw(state, player))
set_owg_connection_rules(player, world, get_boots_clip_exits_lw(world.mode[player] == 'inverted'), lambda state: can_boots_clip_lw(state, player))
set_owg_connection_rules(player, world, get_boots_clip_exits_dw(world.mode[player] == 'inverted', player), lambda state: can_boots_clip_dw(state, player))
# Glitched speed drops.
set_owg_connection_rules(player, world, get_glitched_speed_drops_dw(world.worlds[player].options.mode == 'inverted'), lambda state: can_get_glitched_speed_dw(state, player))
set_owg_connection_rules(player, world, get_glitched_speed_drops_dw(world.mode[player] == 'inverted'), lambda state: can_get_glitched_speed_dw(state, player))
# Dark Death Mountain Ledge Clip Spot also accessible with mirror.
if world.worlds[player].options.mode != 'inverted':
if world.mode[player] != 'inverted':
add_alternate_rule(world.get_entrance('Dark Death Mountain Ledge Clip Spot', player), lambda state: state.has('Magic Mirror', player))
# Mirror clip spots.
if world.worlds[player].options.mode != 'inverted':
if world.mode[player] != 'inverted':
set_owg_connection_rules(player, world, get_mirror_clip_spots_dw(), lambda state: state.has('Magic Mirror', player))
set_owg_connection_rules(player, world, get_mirror_offset_spots_dw(), lambda state: state.has('Magic Mirror', player) and can_boots_clip_lw(state, player))
else:
set_owg_connection_rules(player, world, get_mirror_offset_spots_lw(player), lambda state: state.has('Magic Mirror', player) and can_boots_clip_dw(state, player))
# Regions that require the boots and some other stuff.
if world.worlds[player].options.mode != 'inverted':
if world.mode[player] != 'inverted':
world.get_entrance('Turtle Rock Teleporter', player).access_rule = lambda state: (can_boots_clip_lw(state, player) or can_lift_heavy_rocks(state, player)) and state.has('Hammer', player)
add_alternate_rule(world.get_entrance('Waterfall of Wishing', player), lambda state: state.has('Moon Pearl', player) or state.has('Pegasus Boots', player))
else:
@@ -277,14 +279,18 @@ def create_no_logic_connections(player, world, connections):
for entrance, parent_region, target_region, *rule_override in connections:
parent = world.get_region(parent_region, player)
target = world.get_region(target_region, player)
parent.connect(target, entrance)
connection = Entrance(player, entrance, parent)
parent.exits.append(connection)
connection.connect(target)
def create_owg_connections(player, world, connections):
for entrance, parent_region, target_region, *rule_override in connections:
parent = world.get_region(parent_region, player)
target = world.get_region(target_region, player)
parent.connect(target, entrance)
connection = Entrance(player, entrance, parent)
parent.exits.append(connection)
connection.connect(target)
def set_owg_connection_rules(player, world, connections, default_rule):

View File

@@ -1,11 +1,11 @@
import collections
import typing
from BaseClasses import MultiWorld
from .SubClasses import LTTPEntrance, LTTPRegion, LTTPRegionType
from BaseClasses import Entrance, MultiWorld
from .SubClasses import LTTPRegion, LTTPRegionType
def is_main_entrance(entrance: LTTPEntrance) -> bool:
def is_main_entrance(entrance: Entrance) -> bool:
return entrance.parent_region.type in {LTTPRegionType.DarkWorld, LTTPRegionType.LightWorld} if entrance.parent_region.type else True
@@ -410,7 +410,7 @@ def _create_region(world: MultiWorld, player: int, name: str, type: LTTPRegionTy
ret = LTTPRegion(name, type, hint, player, world)
if exits:
for exit in exits:
ret.create_exit(exit)
ret.exits.append(Entrance(player, exit, ret))
if locations:
for location in locations:
if location in key_drop_data:

View File

@@ -92,7 +92,7 @@ class LocalRom:
# cause crash to provide traceback
import xxtea
local_random = world.worlds[player].random
local_random = world.per_slot_randoms[player]
key = bytes(local_random.getrandbits(8 * 16).to_bytes(16, 'big'))
self.write_bytes(0x1800B0, bytearray(key))
self.write_int16(0x180087, 1)
@@ -281,6 +281,7 @@ def apply_random_sprite_on_event(rom: LocalRom, sprite, local_random, allow_rand
def patch_enemizer(world, rom: LocalRom, enemizercli, output_directory):
player = world.player
multiworld = world.multiworld
check_enemizer(enemizercli)
randopatch_path = os.path.abspath(os.path.join(output_directory, f'enemizer_randopatch_{player}.sfc'))
options_path = os.path.abspath(os.path.join(output_directory, f'enemizer_options_{player}.json'))
@@ -288,18 +289,18 @@ def patch_enemizer(world, rom: LocalRom, enemizercli, output_directory):
# write options file for enemizer
options = {
'RandomizeEnemies': world.options.enemy_shuffle.value,
'RandomizeEnemies': multiworld.enemy_shuffle[player].value,
'RandomizeEnemiesType': 3,
'RandomizeBushEnemyChance': world.options.bush_shuffle.value,
'RandomizeEnemyHealthRange': world.options.enemy_health != 'default',
'RandomizeBushEnemyChance': multiworld.bush_shuffle[player].value,
'RandomizeEnemyHealthRange': multiworld.enemy_health[player] != 'default',
'RandomizeEnemyHealthType': {'default': 0, 'easy': 0, 'normal': 1, 'hard': 2, 'expert': 3}[
world.options.enemy_health.current_key],
multiworld.enemy_health[player].current_key],
'OHKO': False,
'RandomizeEnemyDamage': world.options.enemy_damage != 'default',
'RandomizeEnemyDamage': multiworld.enemy_damage[player] != 'default',
'AllowEnemyZeroDamage': True,
'ShuffleEnemyDamageGroups': world.options.enemy_damage != 'default',
'EnemyDamageChaosMode': world.options.enemy_damage == 'chaos',
'EasyModeEscape': world.options.mode == "standard",
'ShuffleEnemyDamageGroups': multiworld.enemy_damage[player] != 'default',
'EnemyDamageChaosMode': multiworld.enemy_damage[player] == 'chaos',
'EasyModeEscape': multiworld.mode[player] == "standard",
'EnemiesAbsorbable': False,
'AbsorbableSpawnRate': 10,
'AbsorbableTypes': {
@@ -328,7 +329,7 @@ def patch_enemizer(world, rom: LocalRom, enemizercli, output_directory):
'GrayscaleMode': False,
'GenerateSpoilers': False,
'RandomizeLinkSpritePalette': False,
'RandomizePots': world.options.pot_shuffle.value,
'RandomizePots': multiworld.pot_shuffle[player].value,
'ShuffleMusic': False,
'BootlegMagic': True,
'CustomBosses': False,
@@ -341,7 +342,7 @@ def patch_enemizer(world, rom: LocalRom, enemizercli, output_directory):
'BeesLevel': 0,
'RandomizeTileTrapPattern': False,
'RandomizeTileTrapFloorTile': False,
'AllowKillableThief': world.options.killable_thieves.value,
'AllowKillableThief': multiworld.killable_thieves[player].value,
'RandomizeSpriteOnHit': False,
'DebugMode': False,
'DebugForceEnemy': False,
@@ -365,13 +366,13 @@ def patch_enemizer(world, rom: LocalRom, enemizercli, output_directory):
'MiseryMire': world.dungeons["Misery Mire"].boss.enemizer_name,
'TurtleRock': world.dungeons["Turtle Rock"].boss.enemizer_name,
'GanonsTower1':
world.dungeons["Ganons Tower" if world.options.mode != 'inverted' else
world.dungeons["Ganons Tower" if multiworld.mode[player] != 'inverted' else
"Inverted Ganons Tower"].bosses['bottom'].enemizer_name,
'GanonsTower2':
world.dungeons["Ganons Tower" if world.options.mode != 'inverted' else
world.dungeons["Ganons Tower" if multiworld.mode[player] != 'inverted' else
"Inverted Ganons Tower"].bosses['middle'].enemizer_name,
'GanonsTower3':
world.dungeons["Ganons Tower" if world.options.mode != 'inverted' else
world.dungeons["Ganons Tower" if multiworld.mode[player] != 'inverted' else
"Inverted Ganons Tower"].bosses['top'].enemizer_name,
'GanonsTower4': 'Agahnim2',
'Ganon': 'Ganon',
@@ -385,7 +386,7 @@ def patch_enemizer(world, rom: LocalRom, enemizercli, output_directory):
max_enemizer_tries = 5
for i in range(max_enemizer_tries):
enemizer_seed = str(world.random.randint(0, 999999999))
enemizer_seed = str(multiworld.per_slot_randoms[player].randint(0, 999999999))
enemizer_command = [os.path.abspath(enemizercli),
'--rom', randopatch_path,
'--seed', enemizer_seed,
@@ -415,7 +416,7 @@ def patch_enemizer(world, rom: LocalRom, enemizercli, output_directory):
continue
for j in range(i + 1, max_enemizer_tries):
world.random.randint(0, 999999999)
multiworld.per_slot_randoms[player].randint(0, 999999999)
# Sacrifice all remaining random numbers that would have been used for unused enemizer tries.
# This allows for future enemizer bug fixes to NOT affect the rest of the seed's randomness
break
@@ -429,7 +430,7 @@ def patch_enemizer(world, rom: LocalRom, enemizercli, output_directory):
# Moblins attached to "key drop" locations crash the game when dropping their item when Key Drop Shuffle is on.
# Replace them with a Slime enemy if they are placed.
if world.options.key_drop_shuffle:
if multiworld.key_drop_shuffle[player]:
key_drop_enemies = {
0x4DA20, 0x4DA5C, 0x4DB7F, 0x4DD73, 0x4DDC3, 0x4DE07, 0x4E201,
0x4E20A, 0x4E326, 0x4E4F7, 0x4E687, 0x4E70C, 0x4E7C8, 0x4E7FA
@@ -791,8 +792,8 @@ def get_nonnative_item_sprite(code: int) -> int:
def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
local_random = world.worlds[player].random
local_world = world.worlds[player]
local_random = local_world.random
# patch items
@@ -839,20 +840,20 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
# patch music
music_addresses = dungeon_music_addresses[location.name]
if local_world.options.map_shuffle:
if world.map_shuffle[player]:
music = local_random.choice([0x11, 0x16])
else:
music = 0x11 if 'Pendant' in location.item.name else 0x16
for music_address in music_addresses:
rom.write_byte(music_address, music)
if local_world.options.map_shuffle:
if world.map_shuffle[player]:
rom.write_byte(0x155C9, local_random.choice([0x11, 0x16])) # Randomize GT music too with map shuffle
# patch entrance/exits/holes
for region in world.get_regions(player):
for region in world.regions:
for exit in region.exits:
if exit.target is not None:
if exit.target is not None and exit.player == player:
if isinstance(exit.addresses, tuple):
offset = exit.target
room_id, ow_area, vram_loc, scroll_y, scroll_x, link_y, link_x, camera_y, camera_x, unknown_1, unknown_2, door_1, door_2 = exit.addresses
@@ -867,15 +868,15 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
# Thanks to Zarby89 for originally finding these values
# todo fix screen scrolling
if local_world.options.entrance_shuffle != 'insanity' and \
if world.entrance_shuffle[player] != 'insanity' and \
exit.name in {'Eastern Palace Exit', 'Tower of Hera Exit', 'Thieves Town Exit',
'Skull Woods Final Section Exit', 'Ice Palace Exit', 'Misery Mire Exit',
'Palace of Darkness Exit', 'Swamp Palace Exit', 'Ganons Tower Exit',
'Desert Palace Exit (North)', 'Agahnims Tower Exit', 'Spiral Cave Exit (Top)',
'Superbunny Cave Exit (Bottom)', 'Turtle Rock Ledge Exit (East)'} and \
(local_world.options.glitches_required not in ['hybrid_major_glitches', 'no_logic'] or
exit.name not in {'Palace of Darkness Exit', 'Tower of Hera Exit', 'Swamp Palace Exit'}):
# For exits that cannot be reached from another, no need to apply offset fixes.
(world.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic'] or
exit.name not in {'Palace of Darkness Exit', 'Tower of Hera Exit', 'Swamp Palace Exit'}):
# For exits that connot be reached from another, no need to apply offset fixes.
rom.write_int16(0x15DB5 + 2 * offset, link_y) # same as final else
elif room_id == 0x0059 and local_world.fix_skullwoods_exit:
rom.write_int16(0x15DB5 + 2 * offset, 0x00F8)
@@ -902,7 +903,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
else:
# patch door table
rom.write_byte(0xDBB73 + exit.addresses, exit.target)
if local_world.options.mode == 'inverted':
if world.mode[player] == 'inverted':
patch_shuffled_dark_sanc(world, rom, player)
write_custom_shops(rom, world, player)
@@ -913,16 +914,16 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
return 0x53 + int(num), 0x79 + int(num)
credits_total = 216
if local_world.options.retro_caves: # Old man cave and Take any caves will count towards collection rate.
if world.retro_caves[player]: # Old man cave and Take any caves will count towards collection rate.
credits_total += 5
if local_world.options.shop_item_slots: # Potion shop only counts towards collection rate if included in the shuffle.
credits_total += 30 if local_world.options.include_witch_hut else 27
if local_world.options.shuffle_capacity_upgrades:
if world.shop_item_slots[player]: # Potion shop only counts towards collection rate if included in the shuffle.
credits_total += 30 if world.include_witch_hut[player] else 27
if world.shuffle_capacity_upgrades[player]:
credits_total += 2
rom.write_byte(0x187010, credits_total) # dynamic credits
if local_world.options.key_drop_shuffle:
if world.key_drop_shuffle[player]:
rom.write_byte(0x140000, 1) # enable key drop shuffle
credits_total += len(key_drop_data)
# update dungeon counters
@@ -976,11 +977,11 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x51DE, 0x00)
# set open mode:
if local_world.options.mode in ['open', 'inverted']:
if world.mode[player] in ['open', 'inverted']:
rom.write_byte(0x180032, 0x01) # open mode
if local_world.options.mode == 'inverted':
if world.mode[player] == 'inverted':
set_inverted_mode(world, player, rom)
elif local_world.options.mode == 'standard':
elif world.mode[player] == 'standard':
rom.write_byte(0x180032, 0x00) # standard mode
uncle_location = world.get_location('Link\'s Uncle', player)
@@ -1000,7 +1001,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_bytes(0x6D323, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E])
# set light cones
rom.write_byte(0x180038, 0x01 if local_world.options.mode == "standard" else 0x00)
rom.write_byte(0x180038, 0x01 if world.mode[player] == "standard" else 0x00)
rom.write_byte(0x180039, 0x01 if world.light_world_light_cone else 0x00)
rom.write_byte(0x18003A, 0x01 if world.dark_world_light_cone else 0x00)
@@ -1010,7 +1011,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x18004F, 0x01) # Byrna Invulnerability: on
# handle item_functionality
if local_world.options.item_functionality == 'hard':
if world.item_functionality[player] == 'hard':
rom.write_byte(0x180181, 0x01) # Make silver arrows work only on ganon
rom.write_byte(0x180182, 0x00) # Don't auto equip silvers on pickup
# Powdered Fairies Prize
@@ -1030,7 +1031,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_int16(0x180036, world.rupoor_cost)
# Set stun items
rom.write_byte(0x180180, 0x02) # Hookshot only
elif local_world.options.item_functionality == 'expert':
elif world.item_functionality[player] == 'expert':
rom.write_byte(0x180181, 0x01) # Make silver arrows work only on ganon
rom.write_byte(0x180182, 0x00) # Don't auto equip silvers on pickup
# Powdered Fairies Prize
@@ -1070,7 +1071,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
# Set stun items
rom.write_byte(0x180180, 0x03) # All standard items
# Set overflow items for progressive equipment
if local_world.options.timer in ['timed', 'timed_countdown', 'timed_ohko']:
if world.timer[player] in ['timed', 'timed_countdown', 'timed_ohko']:
overflow_replacement = GREEN_CLOCK
else:
overflow_replacement = GREEN_TWENTY_RUPEES
@@ -1082,7 +1083,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
# Set overflow items for progressive equipment
rom.write_bytes(0x180090,
[difficulty.progressive_sword_limit if not local_world.options.swordless else 0,
[difficulty.progressive_sword_limit if not world.swordless[player] else 0,
item_table[difficulty.basicsword[-1]].item_code,
difficulty.progressive_shield_limit, item_table[difficulty.basicshield[-1]].item_code,
difficulty.progressive_armor_limit, item_table[difficulty.basicarmor[-1]].item_code,
@@ -1090,7 +1091,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
difficulty.progressive_bow_limit, item_table[difficulty.basicbow[-1]].item_code])
if difficulty.progressive_bow_limit < 2 and (
local_world.options.swordless or local_world.options.glitches_required == 'no_glitches'):
world.swordless[player] or world.glitches_required[player] == 'no_glitches'):
rom.write_bytes(0x180098, [2, item_table["Silver Bow"].item_code])
rom.write_byte(0x180181, 0x01) # Make silver arrows work only on ganon
rom.write_byte(0x180182, 0x00) # Don't auto equip silvers on pickup
@@ -1098,15 +1099,15 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
# set up game internal RNG seed
rom.write_bytes(0x178000, local_random.getrandbits(8 * 1024).to_bytes(1024, 'big'))
prize_replacements = {}
if local_world.options.item_functionality in ['hard', 'expert']:
if world.item_functionality[player] in ['hard', 'expert']:
prize_replacements[0xE0] = 0xDF # Fairy -> heart
prize_replacements[0xE3] = 0xD8 # Big magic -> small magic
if local_world.options.retro_bow:
if world.retro_bow[player]:
prize_replacements[0xE1] = 0xDA # 5 Arrows -> Blue Rupee
prize_replacements[0xE2] = 0xDB # 10 Arrows -> Red Rupee
if local_world.options.shuffle_prizes in ("general", "both"):
if world.shuffle_prizes[player] in ("general", "both"):
# shuffle prize packs
prizes = [0xD8, 0xD8, 0xD8, 0xD8, 0xD9, 0xD8, 0xD8, 0xD9, 0xDA, 0xD9, 0xDA, 0xDB, 0xDA, 0xD9, 0xDA, 0xDA, 0xE0,
0xDF, 0xDF, 0xDA, 0xE0, 0xDF, 0xD8, 0xDF,
@@ -1168,7 +1169,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
byte = int(rom.read_byte(address))
rom.write_byte(address, prize_replacements.get(byte, byte))
if local_world.options.shuffle_prizes in ("bonk", "both"):
if world.shuffle_prizes[player] in ("bonk", "both"):
# set bonk prizes
bonk_prizes = [0x79, 0xE3, 0x79, 0xAC, 0xAC, 0xE0, 0xDC, 0xAC, 0xE3, 0xE3, 0xDA, 0xE3, 0xDA, 0xD8, 0xAC,
0xAC, 0xE3, 0xD8, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xE3, 0xDC, 0xDB, 0xE3, 0xDA, 0x79, 0x79,
@@ -1195,7 +1196,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees
0x51, 0x06, 0x52, 0xFF, # 6 +5 bomb upgrades -> +10 bomb upgrade
0x53, 0x06, 0x54, 0xFF, # 6 +5 arrow upgrades -> +10 arrow upgrade
0x58, 0x01, 0x36 if local_world.options.retro_bow else 0x43, 0xFF, # silver arrows -> single arrow (red 20 in retro mode)
0x58, 0x01, 0x36 if world.retro_bow[player] else 0x43, 0xFF, # silver arrows -> single arrow (red 20 in retro mode)
0x3E, difficulty.boss_heart_container_limit, 0x47, 0xff, # boss heart -> green 20
0x17, difficulty.heart_piece_limit, 0x47, 0xff, # piece of heart -> green 20
0xFF, 0xFF, 0xFF, 0xFF, # end of table sentinel
@@ -1237,13 +1238,13 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x180029, 0x01) # Smithy quick item give
# set swordless mode settings
rom.write_byte(0x18003F, 0x01 if local_world.options.swordless else 0x00) # hammer can harm ganon
rom.write_byte(0x180040, 0x01 if local_world.options.swordless else 0x00) # open curtains
rom.write_byte(0x180041, 0x01 if local_world.options.swordless else 0x00) # swordless medallions
rom.write_byte(0x180043, 0xFF if local_world.options.swordless else 0x00) # starting sword for link
rom.write_byte(0x180044, 0x01 if local_world.options.swordless else 0x00) # hammer activates tablets
rom.write_byte(0x18003F, 0x01 if world.swordless[player] else 0x00) # hammer can harm ganon
rom.write_byte(0x180040, 0x01 if world.swordless[player] else 0x00) # open curtains
rom.write_byte(0x180041, 0x01 if world.swordless[player] else 0x00) # swordless medallions
rom.write_byte(0x180043, 0xFF if world.swordless[player] else 0x00) # starting sword for link
rom.write_byte(0x180044, 0x01 if world.swordless[player] else 0x00) # hammer activates tablets
if local_world.options.item_functionality == 'easy':
if world.item_functionality[player] == 'easy':
rom.write_byte(0x18003F, 0x01) # hammer can harm ganon
rom.write_byte(0x180041, 0x02) # Allow swordless medallion use EVERYWHERE.
rom.write_byte(0x180044, 0x01) # hammer activates tablets
@@ -1261,11 +1262,11 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
# Set up requested clock settings
if local_world.clock_mode in ['countdown-ohko', 'stopwatch', 'countdown']:
rom.write_int32(0x180200,
local_world.options.red_clock_time * 60 * 60) # red clock adjustment time (in frames, sint32)
world.red_clock_time[player] * 60 * 60) # red clock adjustment time (in frames, sint32)
rom.write_int32(0x180204,
local_world.options.blue_clock_time * 60 * 60) # blue clock adjustment time (in frames, sint32)
world.blue_clock_time[player] * 60 * 60) # blue clock adjustment time (in frames, sint32)
rom.write_int32(0x180208,
local_world.options.green_clock_time * 60 * 60) # green clock adjustment time (in frames, sint32)
world.green_clock_time[player] * 60 * 60) # green clock adjustment time (in frames, sint32)
else:
rom.write_int32(0x180200, 0) # red clock adjustment time (in frames, sint32)
rom.write_int32(0x180204, 0) # blue clock adjustment time (in frames, sint32)
@@ -1273,20 +1274,20 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
# Set up requested start time for countdown modes
if local_world.clock_mode in ['countdown-ohko', 'countdown']:
rom.write_int32(0x18020C, local_world.options.countdown_start_time * 60 * 60) # starting time (in frames, sint32)
rom.write_int32(0x18020C, world.countdown_start_time[player] * 60 * 60) # starting time (in frames, sint32)
else:
rom.write_int32(0x18020C, 0) # starting time (in frames, sint32)
# set up goals for treasure hunt
rom.write_int16(0x180163, max(0, local_world.treasure_hunt_required -
sum(1 for item in world.precollected_items[player] if item.name == "Triforce Piece")))
sum(1 for item in world.precollected_items[player] if item.name == "Triforce Piece")))
rom.write_bytes(0x180165, [0x0E, 0x28]) # Triforce Piece Sprite
rom.write_byte(0x180194, 1) # Must turn in triforced pieces (instant win not enabled)
rom.write_bytes(0x180213, [0x00, 0x01]) # Not a Tournament Seed
gametype = 0x04 # item
if local_world.options.entrance_shuffle != 'vanilla':
if world.entrance_shuffle[player] != 'vanilla':
gametype |= 0x02 # entrance
if enemized:
gametype |= 0x01 # enemizer
@@ -1297,7 +1298,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x1800A2, 0x01 if local_world.fix_fake_world else 0x00)
# Lock or unlock aga tower door during escape sequence.
rom.write_byte(0x180169, 0x00)
if local_world.options.mode == 'inverted':
if world.mode[player] == 'inverted':
rom.write_byte(0x180169, 0x02) # lock aga/ganon tower door with crystals in inverted
rom.write_byte(0x180171,
0x01 if local_world.ganon_at_pyramid else 0x00) # Enable respawning on pyramid after ganon death
@@ -1308,8 +1309,9 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_bytes(0x50563, [0x3F, 0x14]) # disable below ganon chest
rom.write_byte(0x50599, 0x00) # disable below ganon chest
rom.write_bytes(0xE9A5, [0x7E, 0x00, 0x24]) # disable below ganon chest
rom.write_byte(0x18008B, 0x01 if local_world.options.open_pyramid.to_bool(world, player) else 0x00) # pre-open Pyramid Hole
rom.write_byte(0x18008C, 0x01 if local_world.options.crystals_needed_for_gt == 0 else 0x00) # GT pre-opened if crystal requirement is 0
rom.write_byte(0x18008B, 0x01 if world.open_pyramid[player].to_bool(world, player) else 0x00) # pre-open Pyramid Hole
rom.write_byte(0x18008C, 0x01 if world.crystals_needed_for_gt[
player] == 0 else 0x00) # GT pre-opened if crystal requirement is 0
rom.write_byte(0xF5D73, 0xF0) # bees are catchable
rom.write_byte(0xF5F10, 0xF0) # bees are catchable
rom.write_byte(0x180086, 0x00 if world.aga_randomness else 0x01) # set blue ball and ganon warp randomness
@@ -1323,7 +1325,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
equip[0x36C] = 0x18
equip[0x36D] = 0x18
equip[0x379] = 0x68
starting_max_bombs = 0 if local_world.options.bombless_start else 10
starting_max_bombs = 0 if world.bombless_start[player] else 10
starting_max_arrows = 30
startingstate = CollectionState(world)
@@ -1331,12 +1333,12 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
if startingstate.has('Silver Bow', player):
equip[0x340] = 1
equip[0x38E] |= 0x60
if not local_world.options.retro_bow:
if not world.retro_bow[player]:
equip[0x38E] |= 0x80
elif startingstate.has('Bow', player):
equip[0x340] = 1
equip[0x38E] |= 0x20 # progressive flag to get the correct hint in all cases
if not local_world.options.retro_bow:
if not world.retro_bow[player]:
equip[0x38E] |= 0x80
if startingstate.has('Silver Arrows', player):
equip[0x38E] |= 0x40
@@ -1474,7 +1476,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
elif item.name in bombs:
equip[0x343] += bombs[item.name]
elif item.name in arrows:
if local_world.options.retro_bow:
if world.retro_bow[player]:
equip[0x38E] |= 0x80
equip[0x377] = 1
else:
@@ -1500,13 +1502,16 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_bytes(0x183000, equip[0x340:])
rom.write_bytes(0x271A6, equip[0x340:0x340 + 60])
rom.write_byte(0x18004A, 0x00 if local_world.options.mode != 'inverted' else 0x01) # Inverted mode
rom.write_byte(0x18004A, 0x00 if world.mode[player] != 'inverted' else 0x01) # Inverted mode
rom.write_byte(0x18005D, 0x00) # Hammer always breaks barrier
rom.write_byte(0x2AF79, 0xD0 if local_world.options.mode != 'inverted' else 0xF0) # vortexes: Normal (D0=light to dark, F0=dark to light, 42 = both)
rom.write_byte(0x3A943, 0xD0 if local_world.options.mode != 'inverted' else 0xF0) # Mirror: Normal (D0=Dark to Light, F0=light to dark, 42 = both)
rom.write_byte(0x3A96D, 0xF0 if local_world.options.mode != 'inverted' else 0xD0) # Residual Portal: Normal (F0= Light Side, D0=Dark Side, 42 = both (Darth Vader))
rom.write_byte(0x2AF79, 0xD0 if world.mode[
player] != 'inverted' else 0xF0) # vortexes: Normal (D0=light to dark, F0=dark to light, 42 = both)
rom.write_byte(0x3A943, 0xD0 if world.mode[
player] != 'inverted' else 0xF0) # Mirror: Normal (D0=Dark to Light, F0=light to dark, 42 = both)
rom.write_byte(0x3A96D, 0xF0 if world.mode[
player] != 'inverted' else 0xD0) # Residual Portal: Normal (F0= Light Side, D0=Dark Side, 42 = both (Darth Vader))
rom.write_byte(0x3A9A7, 0xD0) # Residual Portal: Normal (D0= Light Side, F0=Dark Side, 42 = both (Darth Vader))
if local_world.options.shuffle_capacity_upgrades:
if world.shuffle_capacity_upgrades[player]:
rom.write_bytes(0x180080,
[5, 10, 5, 10]) # values to fill for Capacity Upgrades (Bomb5, Bomb10, Arrow5, Arrow10)
else:
@@ -1517,21 +1522,21 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
(0x02 if 'bombs' in local_world.escape_assist else 0x00) |
(0x04 if 'magic' in local_world.escape_assist else 0x00))) # Escape assist
if local_world.options.goal in ['pedestal', 'triforce_hunt', 'local_triforce_hunt']:
if world.goal[player] in ['pedestal', 'triforce_hunt', 'local_triforce_hunt']:
rom.write_byte(0x18003E, 0x01) # make ganon invincible
elif local_world.options.goal in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
elif world.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
rom.write_byte(0x18003E, 0x05) # make ganon invincible until enough triforce pieces are collected
elif local_world.options.goal in ['ganon_pedestal']:
elif world.goal[player] in ['ganon_pedestal']:
rom.write_byte(0x18003E, 0x06)
elif local_world.options.goal in ['bosses']:
elif world.goal[player] in ['bosses']:
rom.write_byte(0x18003E, 0x02) # make ganon invincible until all bosses are beat
elif local_world.options.goal in ['crystals']:
elif world.goal[player] in ['crystals']:
rom.write_byte(0x18003E, 0x04) # make ganon invincible until all crystals
else:
rom.write_byte(0x18003E, 0x03) # make ganon invincible until all crystals and aga 2 are collected
rom.write_byte(0x18005E, local_world.options.crystals_needed_for_gt)
rom.write_byte(0x18005F, local_world.options.crystals_needed_for_ganon)
rom.write_byte(0x18005E, world.crystals_needed_for_gt[player])
rom.write_byte(0x18005F, world.crystals_needed_for_ganon[player])
# Bitfield - enable text box to show with free roaming items
#
@@ -1542,20 +1547,21 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
# c - enabled for inside compasses
# s - enabled for inside small keys
# block HC upstairs doors in rain state in standard mode
rom.write_byte(0x18008A, 0x01 if local_world.options.mode == "standard" and local_world.options.entrance_shuffle != 'vanilla' else 0x00)
rom.write_byte(0x18008A, 0x01 if world.mode[player] == "standard" and world.entrance_shuffle[player] != 'vanilla' else 0x00)
rom.write_byte(0x18016A, 0x10 | ((0x01 if local_world.options.small_key_shuffle else 0x00)
| (0x02 if local_world.options.compass_shuffle else 0x00)
| (0x04 if local_world.options.map_shuffle else 0x00)
| (0x08 if local_world.options.big_key_shuffle else 0x00))) # free roaming item text boxes
rom.write_byte(0x18003B, 0x01 if local_world.options.map_shuffle else 0x00) # maps showing crystals on overworld
rom.write_byte(0x18016A, 0x10 | ((0x01 if world.small_key_shuffle[player] else 0x00)
| (0x02 if world.compass_shuffle[player] else 0x00)
| (0x04 if world.map_shuffle[player] else 0x00)
| (0x08 if world.big_key_shuffle[
player] else 0x00))) # free roaming item text boxes
rom.write_byte(0x18003B, 0x01 if world.map_shuffle[player] else 0x00) # maps showing crystals on overworld
# compasses showing dungeon count
if local_world.clock_mode or local_world.options.dungeon_counters == 'off':
if local_world.clock_mode or world.dungeon_counters[player] == 'off':
rom.write_byte(0x18003C, 0x00) # Currently must be off if timer is on, because they use same HUD location
elif local_world.options.dungeon_counters == 'on':
elif world.dungeon_counters[player] == 'on':
rom.write_byte(0x18003C, 0x02) # always on
elif local_world.options.compass_shuffle or local_world.options.dungeon_counters == 'pickup':
elif world.compass_shuffle[player] or world.dungeon_counters[player] == 'pickup':
rom.write_byte(0x18003C, 0x01) # show on pickup
else:
rom.write_byte(0x18003C, 0x00)
@@ -1568,11 +1574,11 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
# b - Big Key
# a - Small Key
#
rom.write_byte(0x180045, ((0x00 if (local_world.options.small_key_shuffle == small_key_shuffle.option_original_dungeon or
local_world.options.small_key_shuffle == small_key_shuffle.option_universal) else 0x01)
| (0x02 if local_world.options.big_key_shuffle else 0x00)
| (0x04 if local_world.options.map_shuffle else 0x00)
| (0x08 if local_world.options.compass_shuffle else 0x00))) # free roaming items in menu
rom.write_byte(0x180045, ((0x00 if (world.small_key_shuffle[player] == small_key_shuffle.option_original_dungeon or
world.small_key_shuffle[player] == small_key_shuffle.option_universal) else 0x01)
| (0x02 if world.big_key_shuffle[player] else 0x00)
| (0x04 if world.map_shuffle[player] else 0x00)
| (0x08 if world.compass_shuffle[player] else 0x00))) # free roaming items in menu
# Map reveals
reveal_bytes = {
@@ -1598,25 +1604,31 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
return 0x0000
rom.write_int16(0x18017A,
get_reveal_bytes('Green Pendant') if local_world.options.map_shuffle else 0x0000) # Sahasrahla reveal
rom.write_int16(0x18017C, get_reveal_bytes('Crystal 5') | get_reveal_bytes('Crystal 6') if local_world.options.map_shuffle else 0x0000) # Bomb Shop Reveal
get_reveal_bytes('Green Pendant') if world.map_shuffle[player] else 0x0000) # Sahasrahla reveal
rom.write_int16(0x18017C, get_reveal_bytes('Crystal 5') | get_reveal_bytes('Crystal 6') if world.map_shuffle[
player] else 0x0000) # Bomb Shop Reveal
rom.write_byte(0x180172, 0x01 if local_world.options.small_key_shuffle == small_key_shuffle.option_universal else 0x00) # universal keys
rom.write_byte(0x18637E, 0x01 if local_world.options.retro_bow else 0x00) # Skip quiver in item shops once bought
rom.write_byte(0x180175, 0x01 if local_world.options.retro_bow else 0x00) # rupee bow
rom.write_byte(0x180176, 0x0A if local_world.options.retro_bow else 0x00) # wood arrow cost
rom.write_byte(0x180178, 0x32 if local_world.options.retro_bow else 0x00) # silver arrow cost
rom.write_byte(0x301FC, 0xDA if local_world.options.retro_bow else 0xE1) # rupees replace arrows under pots
rom.write_byte(0x30052, 0xDB if local_world.options.retro_bow else 0xE2) # replace arrows in fish prize from bottle merchant
rom.write_bytes(0xECB4E, [0xA9, 0x00, 0xEA, 0xEA] if local_world.options.retro_bow else [0xAF, 0x77, 0xF3, 0x7E]) # Thief steals rupees instead of arrows
rom.write_bytes(0xF0D96, [0xA9, 0x00, 0xEA, 0xEA] if local_world.options.retro_bow else [0xAF, 0x77, 0xF3, 0x7E]) # Pikit steals rupees instead of arrows
rom.write_bytes(0xEDA5, [0x35, 0x41] if local_world.options.retro_bow else [0x43, 0x44]) # Chest game gives rupees instead of arrows
rom.write_byte(0x180172, 0x01 if world.small_key_shuffle[
player] == small_key_shuffle.option_universal else 0x00) # universal keys
rom.write_byte(0x18637E, 0x01 if world.retro_bow[player] else 0x00) # Skip quiver in item shops once bought
rom.write_byte(0x180175, 0x01 if world.retro_bow[player] else 0x00) # rupee bow
rom.write_byte(0x180176, 0x0A if world.retro_bow[player] else 0x00) # wood arrow cost
rom.write_byte(0x180178, 0x32 if world.retro_bow[player] else 0x00) # silver arrow cost
rom.write_byte(0x301FC, 0xDA if world.retro_bow[player] else 0xE1) # rupees replace arrows under pots
rom.write_byte(0x30052, 0xDB if world.retro_bow[player] else 0xE2) # replace arrows in fish prize from bottle merchant
rom.write_bytes(0xECB4E, [0xA9, 0x00, 0xEA, 0xEA] if world.retro_bow[player] else [0xAF, 0x77, 0xF3,
0x7E]) # Thief steals rupees instead of arrows
rom.write_bytes(0xF0D96, [0xA9, 0x00, 0xEA, 0xEA] if world.retro_bow[player] else [0xAF, 0x77, 0xF3,
0x7E]) # Pikit steals rupees instead of arrows
rom.write_bytes(0xEDA5,
[0x35, 0x41] if world.retro_bow[player] else [0x43, 0x44]) # Chest game gives rupees instead of arrows
digging_game_rng = local_random.randint(1, 30) # set rng for digging game
rom.write_byte(0x180020, digging_game_rng)
rom.write_byte(0xEFD95, digging_game_rng)
rom.write_byte(0x1800A3, 0x01) # enable correct world setting behaviour after agahnim kills
rom.write_byte(0x1800A4, 0x01 if local_world.options.glitches_required != 'no_logic' else 0x00) # enable POD EG fix
rom.write_byte(0x186383, 0x01 if local_world.options.glitches_required == 'no_logic' else 0x00) # disable glitching to Triforce from Ganons Room
rom.write_byte(0x1800A4, 0x01 if world.glitches_required[player] != 'no_logic' else 0x00) # enable POD EG fix
rom.write_byte(0x186383, 0x01 if world.glitches_required[
player] == 'no_logic' else 0x00) # disable glitching to Triforce from Ganons Room
rom.write_byte(0x180042, 0x01 if world.save_and_quit_from_boss else 0x00) # Allow Save and Quit after boss kill
# remove shield from uncle
@@ -1633,7 +1645,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_bytes(0x180185, [0, 0, 0]) # Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180188, [0, 0, 0]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [0, 0, 0]) # Mantle respawn refills (magic, bombs, arrows)
if local_world.options.mode == 'standard' and uncle_location.item and uncle_location.item.player == player:
if world.mode[player] == 'standard' and uncle_location.item and uncle_location.item.player == player:
if uncle_location.item.name in {'Bow', 'Progressive Bow'}:
rom.write_byte(0x18004E, 1) # Escape Fill (arrows)
rom.write_int16(0x180183, 300) # Escape fill rupee bow
@@ -1661,8 +1673,8 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
0xAD, 0xBF, 0x0A, 0xF0, 0x4F])
# allow smith into multi-entrance caves in appropriate shuffles
if local_world.options.entrance_shuffle in ['restricted', 'full', 'crossed', 'insanity'] or (
local_world.options.entrance_shuffle == 'simple' and local_world.options.mode == 'inverted'):
if world.entrance_shuffle[player] in ['restricted', 'full', 'crossed', 'insanity'] or (
world.entrance_shuffle[player] == 'simple' and world.mode[player] == 'inverted'):
rom.write_byte(0x18004C, 0x01)
# set correct flag for hera basement item
@@ -1682,8 +1694,8 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0xFED31, 0x2A) # bombable exit
rom.write_byte(0xFEE41, 0x2A) # bombable exit
if local_world.options.tile_shuffle:
tile_set = TileSet.get_random_tile_set(world.worlds[player].random)
if world.tile_shuffle[player]:
tile_set = TileSet.get_random_tile_set(world.per_slot_randoms[player])
rom.write_byte(0x4BA21, tile_set.get_speed())
rom.write_byte(0x4BA1D, tile_set.get_len())
rom.write_bytes(0x4BA2A, tile_set.get_bytes())
@@ -1758,9 +1770,9 @@ def write_custom_shops(rom, world, player):
slot = 0 if shop.type == ShopType.TakeAny else index
if item is None:
break
if world.worlds[player].options.shop_item_slots or shop.type == ShopType.TakeAny:
count_shop = (shop.region.name != 'Potion Shop' or world.worlds[player].options.include_witch_hut) and \
(shop.region.name != 'Capacity Upgrade' or world.worlds[player].options.shuffle_capacity_upgrades)
if world.shop_item_slots[player] or shop.type == ShopType.TakeAny:
count_shop = (shop.region.name != 'Potion Shop' or world.include_witch_hut[player]) and \
(shop.region.name != 'Capacity Upgrade' or world.shuffle_capacity_upgrades[player])
rom.write_byte(0x186560 + shop.sram_offset + slot, 1 if count_shop else 0)
if item['item'] == 'Single Arrow' and item['player'] == 0:
arrow_mask |= 1 << index
@@ -1777,7 +1789,7 @@ def write_custom_shops(rom, world, player):
item_code = get_nonnative_item_sprite(world.worlds[item['player']].item_name_to_id[item['item']])
else:
item_code = item_table[item["item"]].item_code
if item['item'] == 'Single Arrow' and item['player'] == 0 and world.worlds[player].options.retro_bow:
if item['item'] == 'Single Arrow' and item['player'] == 0 and world.retro_bow[player]:
rom.write_byte(0x186500 + shop.sram_offset + slot, arrow_mask)
item_data = [shop_id, item_code] + price_data + \
@@ -1790,7 +1802,7 @@ def write_custom_shops(rom, world, player):
items_data.extend([0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF])
rom.write_bytes(0x184900, items_data)
if world.worlds[player].options.retro_bow:
if world.retro_bow[player]:
retro_shop_slots.append(0xFF)
rom.write_bytes(0x186540, retro_shop_slots)
@@ -2195,18 +2207,19 @@ def write_string_to_rom(rom, target, string):
def write_strings(rom, world, player):
from . import ALTTPWorld
local_random = world.worlds[player].random
w: ALTTPWorld = world.worlds[player]
local_random = w.random
tt = TextTable()
tt.removeUnwantedText()
# Let's keep this guy's text accurate to the shuffle setting.
if world.worlds[player].options.entrance_shuffle in ['vanilla', 'dungeons_full', 'dungeons_simple', 'dungeons_crossed']:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_full', 'dungeons_simple', 'dungeons_crossed']:
tt['kakariko_flophouse_man_no_flippers'] = 'I really hate mowing my yard.\n{PAGEBREAK}\nI should move.'
tt['kakariko_flophouse_man'] = 'I really hate mowing my yard.\n{PAGEBREAK}\nI should move.'
if world.worlds[player].options.mode == 'inverted':
if world.mode[player] == 'inverted':
tt['sign_village_of_outcasts'] = 'attention\nferal ducks sighted\nhiding in statues\n\nflute players beware\n'
def hint_text(dest, ped_hint=False):
@@ -2225,21 +2238,21 @@ def write_strings(rom, world, player):
hint += f" for {world.player_name[dest.player]}"
return hint
if world.worlds[player].options.scams.gives_king_zora_hint:
if world.scams[player].gives_king_zora_hint:
# Zora hint
zora_location = world.get_location("King Zora", player)
tt['zora_tells_cost'] = f"You got 500 rupees to buy {hint_text(zora_location.item)}" \
f"\n ≥ Duh\n Oh carp\n{{CHOICE}}"
if world.worlds[player].options.scams.gives_bottle_merchant_hint:
if world.scams[player].gives_bottle_merchant_hint:
# Bottle Vendor hint
vendor_location = world.get_location("Bottle Merchant", player)
tt['bottle_vendor_choice'] = f"I gots {hint_text(vendor_location.item)}\nYous gots 100 rupees?" \
f"\n ≥ I want\n no way!\n{{CHOICE}}"
# First we write hints about entrances, some from the inconvenient list others from all reasonable entrances.
if world.worlds[player].options.hints:
if world.worlds[player].options.hints.value >= 2:
if world.worlds[player].options.hints == "full":
if world.hints[player]:
if world.hints[player].value >= 2:
if world.hints[player] == "full":
tt['sign_north_of_links_house'] = '> Randomizer The telepathic tiles have hints!'
else:
tt['sign_north_of_links_house'] = '> Randomizer The telepathic tiles can have hints!'
@@ -2252,11 +2265,11 @@ def write_strings(rom, world, player):
entrances_to_hint = {}
entrances_to_hint.update(InconvenientDungeonEntrances)
if world.shuffle_ganon:
if world.worlds[player].options.mode == 'inverted':
if world.mode[player] == 'inverted':
entrances_to_hint.update({'Inverted Ganons Tower': 'The sealed castle door'})
else:
entrances_to_hint.update({'Ganons Tower': 'Ganon\'s Tower'})
if world.worlds[player].options.entrance_shuffle in ['simple', 'restricted']:
if world.entrance_shuffle[player] in ['simple', 'restricted']:
for entrance in all_entrances:
if entrance.name in entrances_to_hint:
this_hint = entrances_to_hint[entrance.name] + ' leads to ' + hint_text(
@@ -2266,9 +2279,9 @@ def write_strings(rom, world, player):
break
# Now we write inconvenient locations for most shuffles and finish taking care of the less chaotic ones.
entrances_to_hint.update(InconvenientOtherEntrances)
if world.worlds[player].options.entrance_shuffle in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
hint_count = 0
elif world.worlds[player].options.entrance_shuffle in ['simple', 'restricted']:
elif world.entrance_shuffle[player] in ['simple', 'restricted']:
hint_count = 2
else:
hint_count = 4
@@ -2285,31 +2298,31 @@ def write_strings(rom, world, player):
# Next we handle hints for randomly selected other entrances,
# curating the selection intelligently based on shuffle.
if world.worlds[player].options.entrance_shuffle not in ['simple', 'restricted']:
if world.entrance_shuffle[player] not in ['simple', 'restricted']:
entrances_to_hint.update(ConnectorEntrances)
entrances_to_hint.update(DungeonEntrances)
if world.worlds[player].options.mode == 'inverted':
if world.mode[player] == 'inverted':
entrances_to_hint.update({'Inverted Agahnims Tower': 'The dark mountain tower'})
else:
entrances_to_hint.update({'Agahnims Tower': 'The sealed castle door'})
elif world.worlds[player].options.entrance_shuffle == 'restricted':
elif world.entrance_shuffle[player] == 'restricted':
entrances_to_hint.update(ConnectorEntrances)
entrances_to_hint.update(OtherEntrances)
if world.worlds[player].options.mode == 'inverted':
if world.mode[player] == 'inverted':
entrances_to_hint.update({'Inverted Dark Sanctuary': 'The dark sanctuary cave'})
entrances_to_hint.update({'Inverted Big Bomb Shop': 'The old hero\'s dark home'})
entrances_to_hint.update({'Inverted Links House': 'The old hero\'s light home'})
else:
entrances_to_hint.update({'Dark Sanctuary Hint': 'The dark sanctuary cave'})
entrances_to_hint.update({'Big Bomb Shop': 'The old bomb shop'})
if world.worlds[player].options.entrance_shuffle != 'insanity':
if world.entrance_shuffle[player] != 'insanity':
entrances_to_hint.update(InsanityEntrances)
if world.shuffle_ganon:
if world.worlds[player].options.mode == 'inverted':
if world.mode[player] == 'inverted':
entrances_to_hint.update({'Inverted Pyramid Entrance': 'The extra castle passage'})
else:
entrances_to_hint.update({'Pyramid Ledge': 'The pyramid ledge'})
hint_count = 4 if world.worlds[player].options.entrance_shuffle not in ['vanilla', 'dungeons_simple', 'dungeons_full',
hint_count = 4 if world.entrance_shuffle[player] not in ['vanilla', 'dungeons_simple', 'dungeons_full',
'dungeons_crossed'] else 0
for entrance in all_entrances:
if entrance.name in entrances_to_hint:
@@ -2324,10 +2337,10 @@ def write_strings(rom, world, player):
# Next we write a few hints for specific inconvenient locations. We don't make many because in entrance this is highly unpredictable.
locations_to_hint = InconvenientLocations.copy()
if world.worlds[player].options.entrance_shuffle in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
locations_to_hint.extend(InconvenientVanillaLocations)
local_random.shuffle(locations_to_hint)
hint_count = 3 if world.worlds[player].options.entrance_shuffle not in ['vanilla', 'dungeons_simple', 'dungeons_full',
hint_count = 3 if world.entrance_shuffle[player] not in ['vanilla', 'dungeons_simple', 'dungeons_full',
'dungeons_crossed'] else 5
for location in locations_to_hint[:hint_count]:
if location == 'Swamp Left':
@@ -2382,15 +2395,15 @@ def write_strings(rom, world, player):
# Lastly we write hints to show where certain interesting items are.
items_to_hint = RelevantItems.copy()
if world.worlds[player].options.small_key_shuffle.hints_useful:
if world.small_key_shuffle[player].hints_useful:
items_to_hint |= item_name_groups["Small Keys"]
if world.worlds[player].options.big_key_shuffle.hints_useful:
if world.big_key_shuffle[player].hints_useful:
items_to_hint |= item_name_groups["Big Keys"]
if world.worlds[player].options.hints == "full":
if world.hints[player] == "full":
hint_count = len(hint_locations) # fill all remaining hint locations with Item hints.
else:
hint_count = 5 if world.worlds[player].options.entrance_shuffle not in ['vanilla', 'dungeons_simple', 'dungeons_full',
hint_count = 5 if world.entrance_shuffle[player] not in ['vanilla', 'dungeons_simple', 'dungeons_full',
'dungeons_crossed'] else 8
hint_count = min(hint_count, len(items_to_hint), len(hint_locations))
if hint_count:
@@ -2421,7 +2434,7 @@ def write_strings(rom, world, player):
tt['ganon_phase_3_no_silvers'] = 'Did you find the silver arrows%s' % silverarrow_hint
tt['ganon_phase_3_no_silvers_alt'] = 'Did you find the silver arrows%s' % silverarrow_hint
if world.worlds[player].has_progressive_bows and (w.difficulty_requirements.progressive_bow_limit >= 2 or (
world.worlds[player].options.swordless or world.worlds[player].options.glitches_required == 'no_glitches')):
world.swordless[player] or world.glitches_required[player] == 'no_glitches')):
prog_bow_locs = world.find_item_locations('Progressive Bow', player, True)
local_random.shuffle(prog_bow_locs)
found_bow = False
@@ -2445,26 +2458,26 @@ def write_strings(rom, world, player):
greenpendant = world.find_item('Green Pendant', player)
tt['sahasrahla_bring_courage'] = 'I lost my family heirloom in %s' % greenpendant.hint_text
if world.worlds[player].options.crystals_needed_for_gt == 1:
if world.crystals_needed_for_gt[player] == 1:
tt['sign_ganons_tower'] = 'You need a crystal to enter.'
else:
tt['sign_ganons_tower'] = f'You need {world.worlds[player].options.crystals_needed_for_gt} crystals to enter.'
tt['sign_ganons_tower'] = f'You need {world.crystals_needed_for_gt[player]} crystals to enter.'
if world.worlds[player].options.goal == 'bosses':
if world.goal[player] == 'bosses':
tt['sign_ganon'] = 'You need to kill all bosses, Ganon last.'
elif world.worlds[player].options.goal == 'ganon_pedestal':
elif world.goal[player] == 'ganon_pedestal':
tt['sign_ganon'] = 'You need to pull the pedestal to defeat Ganon.'
elif world.worlds[player].options.goal == "ganon":
if world.worlds[player].options.crystals_needed_for_ganon == 1:
elif world.goal[player] == "ganon":
if world.crystals_needed_for_ganon[player] == 1:
tt['sign_ganon'] = 'You need a crystal to beat Ganon and have beaten Agahnim atop Ganons Tower.'
else:
tt['sign_ganon'] = f'You need {world.worlds[player].options.crystals_needed_for_ganon} crystals to beat Ganon and ' \
tt['sign_ganon'] = f'You need {world.crystals_needed_for_ganon[player]} crystals to beat Ganon and ' \
f'have beaten Agahnim atop Ganons Tower'
else:
if world.worlds[player].options.crystals_needed_for_ganon == 1:
if world.crystals_needed_for_ganon[player] == 1:
tt['sign_ganon'] = 'You need a crystal to beat Ganon.'
else:
tt['sign_ganon'] = f'You need {world.worlds[player].options.crystals_needed_for_ganon} crystals to beat Ganon.'
tt['sign_ganon'] = f'You need {world.crystals_needed_for_ganon[player]} crystals to beat Ganon.'
tt['uncle_leaving_text'] = Uncle_texts[local_random.randint(0, len(Uncle_texts) - 1)]
tt['end_triforce'] = "{NOBORDER}\n" + Triforce_texts[local_random.randint(0, len(Triforce_texts) - 1)]
@@ -2477,10 +2490,10 @@ def write_strings(rom, world, player):
triforce_pieces_required = max(0, w.treasure_hunt_required -
sum(1 for item in world.precollected_items[player] if item.name == "Triforce Piece"))
if world.worlds[player].options.goal in ['triforce_hunt', 'local_triforce_hunt']:
if world.goal[player] in ['triforce_hunt', 'local_triforce_hunt']:
tt['ganon_fall_in_alt'] = 'Why are you even here?\n You can\'t even hurt me! Get the Triforce Pieces.'
tt['ganon_phase_3_alt'] = 'Seriously? Go Away, I will not Die.'
if world.worlds[player].options.goal == 'triforce_hunt' and world.players > 1:
if world.goal[player] == 'triforce_hunt' and world.players > 1:
tt['sign_ganon'] = 'Go find the Triforce pieces with your friends... Ganon is invincible!'
else:
tt['sign_ganon'] = 'Go find the Triforce pieces... Ganon is invincible!'
@@ -2494,7 +2507,7 @@ def write_strings(rom, world, player):
"invisibility.\n\n\n\n… … …\n\nWait! you can see me? I knew I should have\n" \
"hidden in a hollow tree. If you bring\n%d Triforce piece out of %d, I can reassemble it." % \
(triforce_pieces_required, w.treasure_hunt_total)
elif world.worlds[player].options.goal in ['pedestal']:
elif world.goal[player] in ['pedestal']:
tt['ganon_fall_in_alt'] = 'Why are you even here?\n You can\'t even hurt me! Your goal is at the pedestal.'
tt['ganon_phase_3_alt'] = 'Seriously? Go Away, I will not Die.'
tt['sign_ganon'] = 'You need to get to the pedestal... Ganon is invincible!'
@@ -2503,17 +2516,17 @@ def write_strings(rom, world, player):
tt['ganon_fall_in_alt'] = 'You cannot defeat me until you finish your goal!'
tt['ganon_phase_3_alt'] = 'Got wax in\nyour ears?\nI can not die!'
if triforce_pieces_required > 1:
if world.worlds[player].options.goal == 'ganon_triforce_hunt' and world.players > 1:
if world.goal[player] == 'ganon_triforce_hunt' and world.players > 1:
tt['sign_ganon'] = 'You need to find %d Triforce pieces out of %d with your friends to defeat Ganon.' % \
(triforce_pieces_required, w.treasure_hunt_total)
elif world.worlds[player].options.goal in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
elif world.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
tt['sign_ganon'] = 'You need to find %d Triforce pieces out of %d to defeat Ganon.' % \
(triforce_pieces_required, w.treasure_hunt_total)
else:
if world.worlds[player].options.goal == 'ganon_triforce_hunt' and world.players > 1:
if world.goal[player] == 'ganon_triforce_hunt' and world.players > 1:
tt['sign_ganon'] = 'You need to find %d Triforce piece out of %d with your friends to defeat Ganon.' % \
(triforce_pieces_required, w.treasure_hunt_total)
elif world.worlds[player].options.goal in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
elif world.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
tt['sign_ganon'] = 'You need to find %d Triforce piece out of %d to defeat Ganon.' % \
(triforce_pieces_required, w.treasure_hunt_total)
@@ -2536,11 +2549,11 @@ def write_strings(rom, world, player):
tt['tablet_bombos_book'] = bombos_text
# inverted spawn menu changes
if world.worlds[player].options.mode == 'inverted':
if world.mode[player] == 'inverted':
tt['menu_start_2'] = "{MENU}\n{SPEED0}\n≥@'s house\n Dark Chapel\n{CHOICE3}"
tt['menu_start_3'] = "{MENU}\n{SPEED0}\n≥@'s house\n Dark Chapel\n Mountain Cave\n{CHOICE2}"
for at, text, _ in world.worlds[player].options.plando_texts:
for at, text, _ in world.plando_texts[player]:
if at not in tt:
raise Exception(f"No text target \"{at}\" found.")
@@ -2613,12 +2626,12 @@ def set_inverted_mode(world, player, rom):
rom.write_byte(snes_to_pc(0x08D40C), 0xD0) # morph proof
# the following bytes should only be written in vanilla
# or they'll overwrite the randomizer's shuffles
if world.worlds[player].options.entrance_shuffle == 'vanilla':
if world.entrance_shuffle[player] == 'vanilla':
rom.write_byte(0xDBB73 + 0x23, 0x37) # switch AT and GT
rom.write_byte(0xDBB73 + 0x36, 0x24)
rom.write_int16(0x15AEE + 2 * 0x38, 0x00E0)
rom.write_int16(0x15AEE + 2 * 0x25, 0x000C)
if world.worlds[player].options.entrance_shuffle in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
rom.write_byte(0x15B8C, 0x6C)
rom.write_byte(0xDBB73 + 0x00, 0x53) # switch bomb shop and links house
rom.write_byte(0xDBB73 + 0x52, 0x01)
@@ -2676,7 +2689,7 @@ def set_inverted_mode(world, player, rom):
rom.write_int16(snes_to_pc(0x02D9A6), 0x005A)
rom.write_byte(snes_to_pc(0x02D9B3), 0x12)
# keep the old man spawn point at old man house unless shuffle is vanilla
if world.worlds[player].options.entrance_shuffle in ['vanilla', 'dungeons_full', 'dungeons_simple', 'dungeons_crossed']:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_full', 'dungeons_simple', 'dungeons_crossed']:
rom.write_bytes(snes_to_pc(0x308350), [0x00, 0x00, 0x01])
rom.write_int16(snes_to_pc(0x02D8DE), 0x00F1)
rom.write_bytes(snes_to_pc(0x02D910), [0x1F, 0x1E, 0x1F, 0x1F, 0x03, 0x02, 0x03, 0x03])
@@ -2739,7 +2752,7 @@ def set_inverted_mode(world, player, rom):
rom.write_int16s(snes_to_pc(0x1bb836), [0x001B, 0x001B, 0x001B])
rom.write_int16(snes_to_pc(0x308300), 0x0140) # new pyramid hole entrance
rom.write_int16(snes_to_pc(0x308320), 0x001B)
if world.worlds[player].options.entrance_shuffle in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
rom.write_byte(snes_to_pc(0x308340), 0x7B)
rom.write_int16(snes_to_pc(0x1af504), 0x148B)
rom.write_int16(snes_to_pc(0x1af50c), 0x149B)
@@ -2776,10 +2789,10 @@ def set_inverted_mode(world, player, rom):
rom.write_bytes(snes_to_pc(0x1BC85A), [0x50, 0x0F, 0x82])
rom.write_int16(0xDB96F + 2 * 0x35, 0x001B) # move pyramid exit door
rom.write_int16(0xDBA71 + 2 * 0x35, 0x06A4)
if world.worlds[player].options.entrance_shuffle in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
rom.write_byte(0xDBB73 + 0x35, 0x36)
rom.write_byte(snes_to_pc(0x09D436), 0xF3) # remove castle gate warp
if world.worlds[player].options.entrance_shuffle in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
rom.write_int16(0x15AEE + 2 * 0x37, 0x0010) # pyramid exit to new hc area
rom.write_byte(0x15B8C + 0x37, 0x1B)
rom.write_int16(0x15BDB + 2 * 0x37, 0x0418)

View File

@@ -3,7 +3,7 @@ import logging
from typing import Iterator, Set
from Options import ItemsAccessibility
from BaseClasses import MultiWorld
from BaseClasses import Entrance, MultiWorld
from worlds.generic.Rules import (add_item_rule, add_rule, forbid_item,
item_name_in_location_names, location_item_name, set_rule, allow_self_locking_items)
@@ -27,9 +27,9 @@ from .UnderworldGlitchRules import underworld_glitches_rules
def set_rules(world):
player = world.player
world = world.multiworld
if world.worlds[player].options.glitches_required == 'no_logic':
if world.glitches_required[player] == 'no_logic':
if player == next(player_id for player_id in world.get_game_players("A Link to the Past")
if world.worlds[player_id].options.glitches_required == 'no_logic'): # only warn one time
if world.glitches_required[player_id] == 'no_logic'): # only warn one time
logging.info(
'WARNING! Seeds generated under this logic often require major glitches and may be impossible!')
@@ -40,8 +40,8 @@ def set_rules(world):
else:
# Set access rules according to max glitches for multiworld progression.
# Set accessibility to none, and shuffle assuming the no logic players can always win
world.worlds[player].options.accessibility.value = ItemsAccessibility.option_minimal
world.worlds[player].options.progression_balancing.value = 0
world.accessibility[player].value = ItemsAccessibility.option_minimal
world.progression_balancing[player].value = 0
else:
world.completion_condition[player] = lambda state: state.has('Triforce', player)
@@ -49,52 +49,52 @@ def set_rules(world):
dungeon_boss_rules(world, player)
global_rules(world, player)
if world.worlds[player].options.mode != 'inverted':
if world.mode[player] != 'inverted':
default_rules(world, player)
if world.worlds[player].options.mode == 'open':
if world.mode[player] == 'open':
open_rules(world, player)
elif world.worlds[player].options.mode == 'standard':
elif world.mode[player] == 'standard':
standard_rules(world, player)
elif world.worlds[player].options.mode == 'inverted':
elif world.mode[player] == 'inverted':
open_rules(world, player)
inverted_rules(world, player)
else:
raise NotImplementedError(f'World state {world.worlds[player].options.mode} is not implemented yet')
raise NotImplementedError(f'World state {world.mode[player]} is not implemented yet')
if world.worlds[player].options.glitches_required == 'no_glitches':
if world.glitches_required[player] == 'no_glitches':
no_glitches_rules(world, player)
forbid_bomb_jump_requirements(world, player)
elif world.worlds[player].options.glitches_required == 'overworld_glitches':
elif world.glitches_required[player] == 'overworld_glitches':
# Initially setting no_glitches_rules to set the baseline rules for some
# entrances. The overworld_glitches_rules set is primarily additive.
no_glitches_rules(world, player)
fake_flipper_rules(world, player)
overworld_glitches_rules(world, player)
forbid_bomb_jump_requirements(world, player)
elif world.worlds[player].options.glitches_required in ['hybrid_major_glitches', 'no_logic']:
elif world.glitches_required[player] in ['hybrid_major_glitches', 'no_logic']:
no_glitches_rules(world, player)
fake_flipper_rules(world, player)
overworld_glitches_rules(world, player)
underworld_glitches_rules(world, player)
bomb_jump_requirements(world, player)
elif world.worlds[player].options.glitches_required == 'minor_glitches':
elif world.glitches_required[player] == 'minor_glitches':
no_glitches_rules(world, player)
fake_flipper_rules(world, player)
forbid_bomb_jump_requirements(world, player)
else:
raise NotImplementedError(f'Not implemented yet: Logic - {world.worlds[player].options.glitches_required}')
raise NotImplementedError(f'Not implemented yet: Logic - {world.glitches_required[player]}')
if world.worlds[player].options.goal == 'bosses':
if world.goal[player] == 'bosses':
# require all bosses to beat ganon
add_rule(world.get_location('Ganon', player), lambda state: state.can_reach('Master Sword Pedestal', 'Location', player) and state.has('Beat Agahnim 1', player) and state.has('Beat Agahnim 2', player) and has_crystals(state, 7, player))
elif world.worlds[player].options.goal == 'ganon':
elif world.goal[player] == 'ganon':
# require aga2 to beat ganon
add_rule(world.get_location('Ganon', player), lambda state: state.has('Beat Agahnim 2', player))
if world.worlds[player].options.mode != 'inverted':
if world.mode[player] != 'inverted':
set_big_bomb_rules(world, player)
if world.worlds[player].options.glitches_required.current_key in {'overworld_glitches', 'hybrid_major_glitches', 'no_logic'} and world.worlds[player].options.entrance_shuffle.current_key not in {'insanity', 'insanity_legacy', 'madness'}:
if world.glitches_required[player].current_key in {'overworld_glitches', 'hybrid_major_glitches', 'no_logic'} and world.entrance_shuffle[player].current_key not in {'insanity', 'insanity_legacy', 'madness'}:
path_to_courtyard = mirrorless_path_to_castle_courtyard(world, player)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.multiworld.get_entrance('Dark Death Mountain Offset Mirror', player).can_reach(state) and all(rule(state) for rule in path_to_courtyard), 'or')
else:
@@ -102,24 +102,21 @@ def set_rules(world):
# if swamp and dam have not been moved we require mirror for swamp palace
# however there is mirrorless swamp in hybrid MG, so we don't necessarily want this. HMG handles this requirement itself.
if not world.worlds[player].swamp_patch_required and world.worlds[player].options.glitches_required not in ['hybrid_major_glitches', 'no_logic']:
if not world.worlds[player].swamp_patch_required and world.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic']:
add_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Magic Mirror', player))
# GT Entrance may be required for Turtle Rock for OWG and < 7 required
ganons_tower = world.get_entrance('Inverted Ganons Tower' if world.worlds[player].options.mode == 'inverted' else 'Ganons Tower', player)
if (world.worlds[player].options.crystals_needed_for_gt == 7
and not (world.worlds[player].options.glitches_required
in ['overworld_glitches', 'hybrid_major_glitches', 'no_logic']
and world.worlds[player].options.mode != 'inverted')):
ganons_tower = world.get_entrance('Inverted Ganons Tower' if world.mode[player] == 'inverted' else 'Ganons Tower', player)
if world.crystals_needed_for_gt[player] == 7 and not (world.glitches_required[player] in ['overworld_glitches', 'hybrid_major_glitches', 'no_logic'] and world.mode[player] != 'inverted'):
set_rule(ganons_tower, lambda state: False)
set_trock_key_rules(world, player)
set_rule(ganons_tower, lambda state: has_crystals(state, state.multiworld.worlds[player].options.crystals_needed_for_gt, player))
if world.worlds[player].options.mode != 'inverted' and world.worlds[player].options.glitches_required in ['overworld_glitches', 'hybrid_major_glitches', 'no_logic']:
set_rule(ganons_tower, lambda state: has_crystals(state, state.multiworld.crystals_needed_for_gt[player], player))
if world.mode[player] != 'inverted' and world.glitches_required[player] in ['overworld_glitches', 'hybrid_major_glitches', 'no_logic']:
add_rule(world.get_entrance('Ganons Tower', player), lambda state: state.multiworld.get_entrance('Ganons Tower Ascent', player).can_reach(state), 'or')
set_bunny_rules(world, player, world.worlds[player].options.mode == 'inverted')
set_bunny_rules(world, player, world.mode[player] == 'inverted')
def mirrorless_path_to_castle_courtyard(world, player):
@@ -153,17 +150,17 @@ def set_always_allow(spot, rule):
def add_lamp_requirement(world: MultiWorld, spot, player: int, has_accessible_torch: bool = False):
if world.worlds[player].options.dark_room_logic == "lamp":
if world.dark_room_logic[player] == "lamp":
add_rule(spot, lambda state: state.has('Lamp', player))
elif world.worlds[player].options.dark_room_logic == "torches": # implicitly lamp as well
elif world.dark_room_logic[player] == "torches": # implicitly lamp as well
if has_accessible_torch:
add_rule(spot, lambda state: state.has('Lamp', player) or state.has('Fire Rod', player))
else:
add_rule(spot, lambda state: state.has('Lamp', player))
elif world.worlds[player].options.dark_room_logic == "none":
elif world.dark_room_logic[player] == "none":
pass
else:
raise ValueError(f"Unknown Dark Room Logic: {world.worlds[player].options.dark_room_logic}")
raise ValueError(f"Unknown Dark Room Logic: {world.dark_room_logic[player]}")
non_crossover_items = (item_name_groups["Small Keys"] | item_name_groups["Big Keys"] | progression_items) - {
@@ -230,13 +227,12 @@ def global_rules(multiworld: MultiWorld, player: int):
set_rule(multiworld.get_location('Sick Kid', player), lambda state: state.has_group("Bottles", player))
set_rule(multiworld.get_location('Library', player), lambda state: state.has('Pegasus Boots', player))
if world.options.enemy_shuffle:
if multiworld.enemy_shuffle[player]:
set_rule(multiworld.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player) and
can_kill_most_things(state, player, 4))
else:
set_rule(multiworld.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player)
and ((state.multiworld.worlds[player].options.enemy_health in ("easy", "default")
and can_use_bombs(state, player, 4))
and ((state.multiworld.enemy_health[player] in ("easy", "default") and can_use_bombs(state, player, 4))
or can_shoot_arrows(state, player) or state.has("Cane of Somaria", player)
or has_beam_sword(state, player)))
@@ -303,7 +299,8 @@ def global_rules(multiworld: MultiWorld, player: int):
set_rule(multiworld.get_entrance('Sewers Door', player),
lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player, 4) or (
world.options.small_key_shuffle == small_key_shuffle.option_universal and world.options.mode == 'standard')) # standard universal small keys cannot access the shop
multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal and multiworld.mode[
player] == 'standard')) # standard universal small keys cannot access the shop
set_rule(multiworld.get_entrance('Sewers Back Door', player),
lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player, 4))
set_rule(multiworld.get_entrance('Sewers Secret Room', player), lambda state: can_bomb_or_bonk(state, player))
@@ -342,12 +339,12 @@ def global_rules(multiworld: MultiWorld, player: int):
add_rule(ep_prize, lambda state: state.has('Big Key (Eastern Palace)', player) and
state._lttp_has_key('Small Key (Eastern Palace)', player, 2) and
ep_prize.parent_region.dungeon.boss.can_defeat(state))
if not world.options.enemy_shuffle:
if not multiworld.enemy_shuffle[player]:
add_rule(ep_boss, lambda state: can_shoot_arrows(state, player))
add_rule(ep_prize, lambda state: can_shoot_arrows(state, player))
# You can always kill the Stalfos' with the pots on easy/normal
if world.options.enemy_health in ("hard", "expert") or world.options.enemy_shuffle:
if multiworld.enemy_health[player] in ("hard", "expert") or multiworld.enemy_shuffle[player]:
stalfos_rule = lambda state: can_kill_most_things(state, player, 4)
for location in ['Eastern Palace - Compass Chest', 'Eastern Palace - Big Chest',
'Eastern Palace - Dark Square Pot Key', 'Eastern Palace - Dark Eyegore Key Drop',
@@ -365,14 +362,14 @@ def global_rules(multiworld: MultiWorld, player: int):
add_rule(multiworld.get_location('Desert Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4) and state.has('Big Key (Desert Palace)', player) and has_fire_source(state, player) and state.multiworld.get_location('Desert Palace - Boss', player).parent_region.dungeon.boss.can_defeat(state))
# logic patch to prevent placing a crystal in Desert that's required to reach the required keys
if not (world.options.small_key_shuffle and world.options.big_key_shuffle):
if not (multiworld.small_key_shuffle[player] and multiworld.big_key_shuffle[player]):
add_rule(multiworld.get_location('Desert Palace - Prize', player), lambda state: state.multiworld.get_region('Desert Palace Main (Outer)', player).can_reach(state))
set_rule(multiworld.get_location('Tower of Hera - Basement Cage', player), lambda state: can_activate_crystal_switch(state, player))
set_rule(multiworld.get_location('Tower of Hera - Map Chest', player), lambda state: can_activate_crystal_switch(state, player))
set_rule(multiworld.get_entrance('Tower of Hera Small Key Door', player), lambda state: can_activate_crystal_switch(state, player) and (state._lttp_has_key('Small Key (Tower of Hera)', player) or location_item_name(state, 'Tower of Hera - Big Key Chest', player) == ('Small Key (Tower of Hera)', player)))
set_rule(multiworld.get_entrance('Tower of Hera Big Key Door', player), lambda state: can_activate_crystal_switch(state, player) and state.has('Big Key (Tower of Hera)', player))
if world.options.enemy_shuffle:
if multiworld.enemy_shuffle[player]:
add_rule(multiworld.get_entrance('Tower of Hera Big Key Door', player), lambda state: can_kill_most_things(state, player, 3))
else:
add_rule(multiworld.get_entrance('Tower of Hera Big Key Door', player),
@@ -381,7 +378,7 @@ def global_rules(multiworld: MultiWorld, player: int):
or state.has("Cane of Somaria", player)))
set_rule(multiworld.get_location('Tower of Hera - Big Chest', player), lambda state: state.has('Big Key (Tower of Hera)', player))
set_rule(multiworld.get_location('Tower of Hera - Big Key Chest', player), lambda state: has_fire_source(state, player))
if world.options.accessibility != 'full':
if multiworld.accessibility[player] != 'full':
set_always_allow(multiworld.get_location('Tower of Hera - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Tower of Hera)' and item.player == player)
set_rule(multiworld.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Flippers', player) and state.has('Open Floodgate', player))
@@ -390,30 +387,32 @@ def global_rules(multiworld: MultiWorld, player: int):
set_rule(multiworld.get_location('Swamp Palace - Trench 1 Pot Key', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 2))
set_rule(multiworld.get_entrance('Swamp Palace (Center)', player), lambda state: state.has('Hammer', player) and state._lttp_has_key('Small Key (Swamp Palace)', player, 3))
set_rule(multiworld.get_location('Swamp Palace - Hookshot Pot Key', player), lambda state: state.has('Hookshot', player))
if world.options.pot_shuffle:
if multiworld.pot_shuffle[player]:
# it could move the key to the top right platform which can only be reached with bombs
add_rule(multiworld.get_location('Swamp Palace - Hookshot Pot Key', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Swamp Palace (West)', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
set_rule(multiworld.get_entrance('Swamp Palace (West)', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6)
if state.has('Hookshot', player)
else state._lttp_has_key('Small Key (Swamp Palace)', player, 4))
set_rule(multiworld.get_location('Swamp Palace - Big Chest', player), lambda state: state.has('Big Key (Swamp Palace)', player))
if world.options.accessibility != 'full':
if multiworld.accessibility[player] != 'full':
allow_self_locking_items(multiworld.get_location('Swamp Palace - Big Chest', player), 'Big Key (Swamp Palace)')
set_rule(multiworld.get_entrance('Swamp Palace (North)', player), lambda state: state.has('Hookshot', player) and state._lttp_has_key('Small Key (Swamp Palace)', player, 5))
if not world.options.small_key_shuffle and world.options.glitches_required not in ['hybrid_major_glitches', 'no_logic']:
if not multiworld.small_key_shuffle[player] and multiworld.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic']:
forbid_item(multiworld.get_location('Swamp Palace - Entrance', player), 'Big Key (Swamp Palace)', player)
add_rule(multiworld.get_location('Swamp Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
add_rule(multiworld.get_location('Swamp Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
if world.options.pot_shuffle:
if multiworld.pot_shuffle[player]:
# key can (and probably will) be moved behind bombable wall
set_rule(multiworld.get_location('Swamp Palace - Waterway Pot Key', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Thieves Town Big Key Door', player), lambda state: state.has('Big Key (Thieves Town)', player))
if world.dungeons["Thieves Town"].boss.enemizer_name == "Blind":
if multiworld.worlds[player].dungeons["Thieves Town"].boss.enemizer_name == "Blind":
set_rule(multiworld.get_entrance('Blind Fight', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3) and can_use_bombs(state, player))
set_rule(multiworld.get_location('Thieves\' Town - Big Chest', player),
lambda state: ((state._lttp_has_key('Small Key (Thieves Town)', player, 3)) or (location_item_name(state, 'Thieves\' Town - Big Chest', player) == ("Small Key (Thieves Town)", player)) and state._lttp_has_key('Small Key (Thieves Town)', player, 2)) and state.has('Hammer', player))
set_rule(multiworld.get_location('Thieves\' Town - Blind\'s Cell', player),
lambda state: state._lttp_has_key('Small Key (Thieves Town)', player))
if world.options.accessibility != 'full' and not world.options.key_drop_shuffle:
if multiworld.accessibility[player] != 'full' and not multiworld.key_drop_shuffle[player]:
set_always_allow(multiworld.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player)
set_rule(multiworld.get_location('Thieves\' Town - Attic', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3))
set_rule(multiworld.get_location('Thieves\' Town - Spike Switch Pot Key', player),
@@ -425,7 +424,7 @@ def global_rules(multiworld: MultiWorld, player: int):
set_rule(multiworld.get_entrance('Skull Woods First Section West Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_entrance('Skull Woods First Section (Left) Door to Exit', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_location('Skull Woods - Big Chest', player), lambda state: state.has('Big Key (Skull Woods)', player) and can_use_bombs(state, player))
if world.options.accessibility != 'full':
if multiworld.accessibility[player] != 'full':
allow_self_locking_items(multiworld.get_location('Skull Woods - Big Chest', player), 'Big Key (Skull Woods)')
set_rule(multiworld.get_entrance('Skull Woods Torch Room', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 4) and state.has('Fire Rod', player) and has_sword(state, player)) # sword required for curtain
add_rule(multiworld.get_location('Skull Woods - Prize', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
@@ -502,13 +501,13 @@ def global_rules(multiworld: MultiWorld, player: int):
set_rule(multiworld.get_entrance('Turtle Rock (Trinexx)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6) and state.has('Big Key (Turtle Rock)', player) and state.has('Cane of Somaria', player))
set_rule(multiworld.get_entrance('Turtle Rock Second Section Bomb Wall', player), lambda state: can_kill_most_things(state, player, 10))
if not world.fix_trock_doors:
if not multiworld.worlds[player].fix_trock_doors:
add_rule(multiworld.get_entrance('Turtle Rock Second Section Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Turtle Rock Second Section from Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Turtle Rock Eye Bridge from Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Turtle Rock Eye Bridge Bomb Wall', player), lambda state: can_use_bombs(state, player))
if world.options.enemy_shuffle:
if multiworld.enemy_shuffle[player]:
set_rule(multiworld.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: can_bomb_or_bonk(state, player) and can_kill_most_things(state, player, 3))
else:
set_rule(multiworld.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: can_bomb_or_bonk(state, player) and can_shoot_arrows(state, player))
@@ -518,18 +517,18 @@ def global_rules(multiworld: MultiWorld, player: int):
set_rule(multiworld.get_entrance('Palace of Darkness (North)', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 4))
set_rule(multiworld.get_location('Palace of Darkness - Big Chest', player), lambda state: can_use_bombs(state, player) and state.has('Big Key (Palace of Darkness)', player))
set_rule(multiworld.get_location('Palace of Darkness - The Arena - Ledge', player), lambda state: can_use_bombs(state, player))
if world.options.pot_shuffle:
if multiworld.pot_shuffle[player]:
# chest switch may be up on ledge where bombs are required
set_rule(multiworld.get_location('Palace of Darkness - Stalfos Basement', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: can_use_bombs(state, player) and (state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) or (
location_item_name(state, 'Palace of Darkness - Big Key Chest', player) in [('Small Key (Palace of Darkness)', player)] and state._lttp_has_key('Small Key (Palace of Darkness)', player, 3))))
if world.options.accessibility != 'full':
if multiworld.accessibility[player] != 'full':
set_always_allow(multiworld.get_location('Palace of Darkness - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state._lttp_has_key('Small Key (Palace of Darkness)', player, 5))
set_rule(multiworld.get_entrance('Palace of Darkness Spike Statue Room Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) or (
location_item_name(state, 'Palace of Darkness - Harmless Hellway', player) in [('Small Key (Palace of Darkness)', player)] and state._lttp_has_key('Small Key (Palace of Darkness)', player, 4)))
if world.options.accessibility != 'full':
if multiworld.accessibility[player] != 'full':
set_always_allow(multiworld.get_location('Palace of Darkness - Harmless Hellway', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state._lttp_has_key('Small Key (Palace of Darkness)', player, 5))
set_rule(multiworld.get_entrance('Palace of Darkness Maze Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6))
@@ -542,13 +541,13 @@ def global_rules(multiworld: MultiWorld, player: int):
set_rule(multiworld.get_location('Ganons Tower - Bob\'s Torch', player), lambda state: state.has('Pegasus Boots', player))
set_rule(multiworld.get_entrance('Ganons Tower (Tile Room)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player) and (state.has('Hookshot', player) or state.has('Pegasus Boots', player)))
if world.options.pot_shuffle:
if multiworld.pot_shuffle[player]:
set_rule(multiworld.get_location('Ganons Tower - Conveyor Cross Pot Key', player), lambda state: state.has('Hammer', player) and (state.has('Hookshot', player) or state.has('Pegasus Boots', player)))
set_rule(multiworld.get_entrance('Ganons Tower (Map Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8) or (
location_item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player)] and state._lttp_has_key('Small Key (Ganons Tower)', player, 6)))
# this seemed to be causing generation failure, disable for now
# if world.worlds[player].options.accessibility != 'full':
# if world.accessibility[player] != 'full':
# set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state._lttp_has_key('Small Key (Ganons Tower)', player, 7) and state.can_reach('Ganons Tower (Hookshot Room)', 'region', player))
# It is possible to need more than 6 keys to get through this entrance if you spend keys elsewhere. We reflect this in the chest requirements.
@@ -583,7 +582,7 @@ def global_rules(multiworld: MultiWorld, player: int):
lambda state: can_use_bombs(state, player) and state.multiworld.get_location('Ganons Tower - Big Key Chest', player).parent_region.dungeon.bosses['bottom'].can_defeat(state))
set_rule(multiworld.get_location('Ganons Tower - Big Key Room - Right', player),
lambda state: can_use_bombs(state, player) and state.multiworld.get_location('Ganons Tower - Big Key Room - Right', player).parent_region.dungeon.bosses['bottom'].can_defeat(state))
if world.options.enemy_shuffle:
if multiworld.enemy_shuffle[player]:
set_rule(multiworld.get_entrance('Ganons Tower Big Key Door', player),
lambda state: state.has('Big Key (Ganons Tower)', player))
else:
@@ -601,12 +600,12 @@ def global_rules(multiworld: MultiWorld, player: int):
set_defeat_dungeon_boss_rule(multiworld.get_location('Agahnim 2', player))
ganon = multiworld.get_location('Ganon', player)
set_rule(ganon, lambda state: GanonDefeatRule(state, player))
if world.options.goal in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
if multiworld.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
add_rule(ganon, lambda state: has_triforce_pieces(state, player))
elif world.options.goal == 'ganon_pedestal':
elif multiworld.goal[player] == 'ganon_pedestal':
add_rule(multiworld.get_location('Ganon', player), lambda state: state.can_reach('Master Sword Pedestal', 'Location', player))
else:
add_rule(ganon, lambda state: has_crystals(state, state.multiworld.worlds[player].options.crystals_needed_for_ganon, player))
add_rule(ganon, lambda state: has_crystals(state, state.multiworld.crystals_needed_for_ganon[player], player))
set_rule(multiworld.get_entrance('Ganon Drop', player), lambda state: has_beam_sword(state, player)) # need to damage ganon to get tiles to drop
set_rule(multiworld.get_location('Flute Activation Spot', player), lambda state: state.has('Flute', player))
@@ -723,9 +722,9 @@ def default_rules(world, player):
set_rule(world.get_entrance('Floating Island Mirror Spot', player), lambda state: state.has('Magic Mirror', player))
set_rule(world.get_entrance('Turtle Rock', player), lambda state: state.has('Moon Pearl', player) and has_sword(state, player) and has_turtle_rock_medallion(state, player) and state.can_reach('Turtle Rock (Top)', 'Region', player)) # sword required to cast magic (!)
set_rule(world.get_entrance('Pyramid Hole', player), lambda state: state.has('Beat Agahnim 2', player) or world.worlds[player].options.open_pyramid.to_bool(world, player))
set_rule(world.get_entrance('Pyramid Hole', player), lambda state: state.has('Beat Agahnim 2', player) or world.open_pyramid[player].to_bool(world, player))
if world.worlds[player].options.swordless:
if world.swordless[player]:
swordless_rules(world, player)
@@ -880,14 +879,14 @@ def inverted_rules(world, player):
set_rule(world.get_entrance('Dark Grassy Lawn Flute', player), lambda state: state.has('Activated Flute', player))
set_rule(world.get_entrance('Hammer Peg Area Flute', player), lambda state: state.has('Activated Flute', player))
set_rule(world.get_entrance('Inverted Pyramid Hole', player), lambda state: state.has('Beat Agahnim 2', player) or world.worlds[player].options.open_pyramid)
set_rule(world.get_entrance('Inverted Pyramid Hole', player), lambda state: state.has('Beat Agahnim 2', player) or world.open_pyramid[player])
if world.worlds[player].options.swordless:
if world.swordless[player]:
swordless_rules(world, player)
def no_glitches_rules(world, player):
""""""
if world.worlds[player].options.mode == 'inverted':
if world.mode[player] == 'inverted':
set_rule(world.get_entrance('Zoras River', player), lambda state: state.has('Moon Pearl', player) and (state.has('Flippers', player) or can_lift_rocks(state, player)))
set_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has('Moon Pearl', player) and state.has('Flippers', player)) # can be fake flippered to
set_rule(world.get_entrance('Lake Hylia Island Pier', player), lambda state: state.has('Moon Pearl', player) and state.has('Flippers', player)) # can be fake flippered to
@@ -911,7 +910,7 @@ def no_glitches_rules(world, player):
add_conditional_lamps(world, player)
def fake_flipper_rules(world, player):
if world.worlds[player].options.mode == 'inverted':
if world.mode[player] == 'inverted':
set_rule(world.get_entrance('Zoras River', player), lambda state: state.has('Moon Pearl', player))
set_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has('Moon Pearl', player))
set_rule(world.get_entrance('Lake Hylia Island Pier', player), lambda state: state.has('Moon Pearl', player))
@@ -997,7 +996,7 @@ def add_conditional_lamps(world, player):
'Location', True)
add_conditional_lamp('Palace of Darkness - Dark Basement - Right', 'Palace of Darkness (Entrance)',
'Location', True)
if world.worlds[player].options.mode != 'inverted':
if world.mode[player] != 'inverted':
add_conditional_lamp('Agahnim 1', 'Agahnims Tower', 'Entrance')
add_conditional_lamp('Castle Tower - Dark Maze', 'Agahnims Tower')
add_conditional_lamp('Castle Tower - Dark Archer Key Drop', 'Agahnims Tower')
@@ -1019,7 +1018,7 @@ def add_conditional_lamps(world, player):
add_conditional_lamp('Eastern Palace - Boss', 'Eastern Palace', 'Location', True)
add_conditional_lamp('Eastern Palace - Prize', 'Eastern Palace', 'Location', True)
if not world.worlds[player].options.mode == "standard":
if not world.mode[player] == "standard":
add_lamp_requirement(world, world.get_location('Sewers - Dark Cross', player), player)
add_lamp_requirement(world, world.get_entrance('Sewers Back Door', player), player)
add_lamp_requirement(world, world.get_entrance('Throne Room', player), player)
@@ -1045,7 +1044,7 @@ def open_rules(world, player):
set_rule(world.get_location('Hyrule Castle - Zelda\'s Chest', player),
lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player, 4)
and state.has('Big Key (Hyrule Castle)', player)
and (world.worlds[player].options.enemy_health in ("easy", "default")
and (world.enemy_health[player] in ("easy", "default")
or can_kill_most_things(state, player, 1)))
@@ -1059,7 +1058,7 @@ def swordless_rules(world, player):
set_rule(world.get_entrance('Ganon Drop', player), lambda state: state.has('Hammer', player)) # need to damage ganon to get tiles to drop
if world.worlds[player].options.mode != 'inverted':
if world.mode[player] != 'inverted':
set_rule(world.get_entrance('Agahnims Tower', player), lambda state: state.has('Cape', player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', player)) # barrier gets removed after killing agahnim, relevant for entrance shuffle
set_rule(world.get_entrance('Turtle Rock', player), lambda state: state.has('Moon Pearl', player) and has_turtle_rock_medallion(state, player) and state.can_reach('Turtle Rock (Top)', 'Region', player)) # sword not required to use medallion for opening in swordless (!)
set_rule(world.get_entrance('Misery Mire', player), lambda state: state.has('Moon Pearl', player) and has_misery_mire_medallion(state, player)) # sword not required to use medallion for opening in swordless (!)
@@ -1072,8 +1071,9 @@ def swordless_rules(world, player):
def add_connection(parent_name, target_name, entrance_name, world, player):
parent = world.get_region(parent_name, player)
target = world.get_region(target_name, player)
parent.connect(target, entrance_name)
connection = Entrance(player, entrance_name, parent)
parent.exits.append(connection)
connection.connect(target)
def standard_rules(world, player):
@@ -1085,7 +1085,7 @@ def standard_rules(world, player):
set_rule(world.get_entrance('Links House S&Q', player), lambda state: state.can_reach('Sanctuary', 'Region', player))
set_rule(world.get_entrance('Sanctuary S&Q', player), lambda state: state.can_reach('Sanctuary', 'Region', player))
if world.worlds[player].options.small_key_shuffle != small_key_shuffle.option_universal:
if world.small_key_shuffle[player] != small_key_shuffle.option_universal:
set_rule(world.get_location('Hyrule Castle - Boomerang Guard Key Drop', player),
lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player, 1)
and can_kill_most_things(state, player, 2))
@@ -1098,7 +1098,7 @@ def standard_rules(world, player):
set_rule(world.get_location('Hyrule Castle - Zelda\'s Chest', player),
lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player, 2)
and state.has('Big Key (Hyrule Castle)', player)
and (world.worlds[player].options.enemy_health in ("easy", "default")
and (world.enemy_health[player] in ("easy", "default")
or can_kill_most_things(state, player, 1)))
set_rule(world.get_location('Sewers - Key Rat Key Drop', player),
@@ -1108,7 +1108,6 @@ def standard_rules(world, player):
set_rule(world.get_location('Hyrule Castle - Zelda\'s Chest', player),
lambda state: state.has('Big Key (Hyrule Castle)', player))
def toss_junk_item(world, player):
items = ['Rupees (20)', 'Bombs (3)', 'Arrows (10)', 'Rupees (5)', 'Rupee (1)', 'Bombs (10)',
'Single Arrow', 'Rupees (50)', 'Rupees (100)', 'Single Bomb', 'Bee', 'Bee Trap',
@@ -1196,15 +1195,15 @@ def set_trock_key_rules(multiworld, player):
return 6
# If TR is only accessible from the middle, the big key must be further restricted to prevent softlock potential
if not can_reach_front and not multiworld.worlds[player].options.small_key_shuffle:
if not can_reach_front and not multiworld.small_key_shuffle[player]:
# Must not go in the Big Key Chest - only 1 other chest available and 2+ keys required for all other chests
forbid_item(multiworld.get_location('Turtle Rock - Big Key Chest', player), 'Big Key (Turtle Rock)', player)
if not can_reach_big_chest:
# Must not go in the Chain Chomps chest - only 2 other chests available and 3+ keys required for all other chests
forbid_item(multiworld.get_location('Turtle Rock - Chain Chomps', player), 'Big Key (Turtle Rock)', player)
forbid_item(multiworld.get_location('Turtle Rock - Pokey 2 Key Drop', player), 'Big Key (Turtle Rock)', player)
if multiworld.worlds[player].options.accessibility == 'full':
if multiworld.worlds[player].options.big_key_shuffle and can_reach_big_chest:
if multiworld.accessibility[player] == 'full':
if multiworld.big_key_shuffle[player] and can_reach_big_chest:
# Must not go in the dungeon - all 3 available chests (Chomps, Big Chest, Crystaroller) must be keys to access laser bridge, and the big key is required first
for location in ['Turtle Rock - Chain Chomps', 'Turtle Rock - Compass Chest',
'Turtle Rock - Pokey 1 Key Drop', 'Turtle Rock - Pokey 2 Key Drop',
@@ -1217,9 +1216,9 @@ def set_trock_key_rules(multiworld, player):
location.place_locked_item(item)
toss_junk_item(multiworld, player)
if multiworld.worlds[player].options.accessibility != 'full':
if multiworld.accessibility[player] != 'full':
set_always_allow(multiworld.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player
and state.can_reach(state.multiworld.get_region('Turtle Rock (Second Section)', player)))
and state.can_reach(state.multiworld.get_region('Turtle Rock (Second Section)', player)))
def set_big_bomb_rules(world, player):
@@ -1684,7 +1683,7 @@ def set_bunny_rules(world: MultiWorld, player: int, inverted: bool):
def get_rule_to_add(region, location = None, connecting_entrance = None):
# In OWG, a location can potentially be superbunny-mirror accessible or
# bunny revival accessible.
if world.worlds[player].options.glitches_required in ['minor_glitches', 'overworld_glitches', 'hybrid_major_glitches', 'no_logic']:
if world.glitches_required[player] in ['minor_glitches', 'overworld_glitches', 'hybrid_major_glitches', 'no_logic']:
if region.name == 'Swamp Palace (Entrance)': # Need to 0hp revive - not in logic
return lambda state: state.has('Moon Pearl', player)
if region.name == 'Tower of Hera (Bottom)': # Need to hit the crystal switch
@@ -1724,7 +1723,7 @@ def set_bunny_rules(world: MultiWorld, player: int, inverted: bool):
seen.add(new_region)
if not is_link(new_region):
# For glitch rulesets, establish superbunny and revival rules.
if world.worlds[player].options.glitches_required in ['minor_glitches', 'overworld_glitches', 'hybrid_major_glitches', 'no_logic'] and entrance.name not in OverworldGlitchRules.get_invalid_bunny_revival_dungeons():
if world.glitches_required[player] in ['minor_glitches', 'overworld_glitches', 'hybrid_major_glitches', 'no_logic'] and entrance.name not in OverworldGlitchRules.get_invalid_bunny_revival_dungeons():
if region.name in OverworldGlitchRules.get_sword_required_superbunny_mirror_regions():
possible_options.append(lambda state: path_to_access_rule(new_path, entrance) and state.has('Magic Mirror', player) and has_sword(state, player))
elif (region.name in OverworldGlitchRules.get_boots_required_superbunny_mirror_regions()
@@ -1761,7 +1760,7 @@ def set_bunny_rules(world: MultiWorld, player: int, inverted: bool):
# Add requirements for all locations that are actually in the dark world, except those available to the bunny, including dungeon revival
for entrance in world.get_entrances(player):
if is_bunny(entrance.connected_region):
if world.worlds[player].options.glitches_required in ['minor_glitches', 'overworld_glitches', 'hybrid_major_glitches', 'no_logic'] :
if world.glitches_required[player] in ['minor_glitches', 'overworld_glitches', 'hybrid_major_glitches', 'no_logic'] :
if entrance.connected_region.type == LTTPRegionType.Dungeon:
if entrance.parent_region.type != LTTPRegionType.Dungeon and entrance.connected_region.name in OverworldGlitchRules.get_invalid_bunny_revival_dungeons():
add_rule(entrance, get_rule_to_add(entrance.connected_region, None, entrance))
@@ -1769,7 +1768,7 @@ def set_bunny_rules(world: MultiWorld, player: int, inverted: bool):
if entrance.connected_region.name == 'Turtle Rock (Entrance)':
add_rule(world.get_entrance('Turtle Rock Entrance Gap', player), get_rule_to_add(entrance.connected_region, None, entrance))
for location in entrance.connected_region.locations:
if world.worlds[player].options.glitches_required in ['minor_glitches', 'overworld_glitches', 'hybrid_major_glitches', 'no_logic'] and entrance.name in OverworldGlitchRules.get_invalid_mirror_bunny_entrances():
if world.glitches_required[player] in ['minor_glitches', 'overworld_glitches', 'hybrid_major_glitches', 'no_logic'] and entrance.name in OverworldGlitchRules.get_invalid_mirror_bunny_entrances():
continue
if location.name in bunny_accessible_locations:
continue

View File

@@ -168,7 +168,7 @@ def push_shop_inventories(multiworld):
for location in shop_slots:
item_name = location.item.name
# Retro Bow arrows will already have been pushed
if (not multiworld.worlds[location.player].options.retro_bow) or ((item_name, location.item.player)
if (not multiworld.retro_bow[location.player]) or ((item_name, location.item.player)
!= ("Single Arrow", location.player)):
location.shop.push_inventory(location.shop_slot, item_name,
round(location.shop_price * get_price_modifier(location.item)),
@@ -185,36 +185,36 @@ def push_shop_inventories(multiworld):
def create_shops(multiworld, player: int):
from .Options import RandomizeShopInventories
player_shop_table = shop_table.copy()
if multiworld.worlds[player].options.include_witch_hut:
if multiworld.include_witch_hut[player]:
player_shop_table["Potion Shop"] = player_shop_table["Potion Shop"]._replace(locked=False)
dynamic_shop_slots = total_dynamic_shop_slots + 3
else:
dynamic_shop_slots = total_dynamic_shop_slots
if multiworld.worlds[player].options.shuffle_capacity_upgrades:
if multiworld.shuffle_capacity_upgrades[player]:
player_shop_table["Capacity Upgrade"] = player_shop_table["Capacity Upgrade"]._replace(locked=False)
num_slots = min(dynamic_shop_slots, multiworld.worlds[player].options.shop_item_slots)
num_slots = min(dynamic_shop_slots, multiworld.shop_item_slots[player])
single_purchase_slots: List[bool] = [True] * num_slots + [False] * (dynamic_shop_slots - num_slots)
multiworld.random.shuffle(single_purchase_slots)
if multiworld.worlds[player].options.randomize_shop_inventories:
if multiworld.randomize_shop_inventories[player]:
default_shop_table = [i for l in
[shop_generation_types[x] for x in ['arrows', 'bombs', 'potions', 'shields', 'bottle'] if
not multiworld.worlds[player].options.retro_bow or x != 'arrows'] for i in l]
not multiworld.retro_bow[player] or x != 'arrows'] for i in l]
new_basic_shop = multiworld.random.sample(default_shop_table, k=3)
new_dark_shop = multiworld.random.sample(default_shop_table, k=3)
for name, shop in player_shop_table.items():
typ, shop_id, keeper, custom, locked, items, sram_offset = shop
if not locked:
new_items = multiworld.random.sample(default_shop_table, k=len(items))
if multiworld.worlds[player].options.randomize_shop_inventories == RandomizeShopInventories.option_randomize_by_shop_type:
if multiworld.randomize_shop_inventories[player] == RandomizeShopInventories.option_randomize_by_shop_type:
if items == _basic_shop_defaults:
new_items = new_basic_shop
elif items == _dark_world_shop_defaults:
new_items = new_dark_shop
keeper = multiworld.random.choice([0xA0, 0xC1, 0xFF])
player_shop_table[name] = ShopData(typ, shop_id, keeper, custom, locked, new_items, sram_offset)
if multiworld.worlds[player].options.mode == "inverted":
if multiworld.mode[player] == "inverted":
# make sure that blue potion is available in inverted, special case locked = None; lock when done.
player_shop_table["Dark Lake Hylia Shop"] = \
player_shop_table["Dark Lake Hylia Shop"]._replace(items=_inverted_hylia_shop_defaults, locked=None)
@@ -237,7 +237,7 @@ def create_shops(multiworld, player: int):
add_rule(loc, lambda state, spot=loc: shop_price_rules(state, player, spot))
loc.shop = shop
loc.shop_slot = index
if ((not (multiworld.worlds[player].options.shuffle_capacity_upgrades and type == ShopType.UpgradeShop))
if ((not (multiworld.shuffle_capacity_upgrades[player] and type == ShopType.UpgradeShop))
and not single_purchase_slots.pop()):
loc.shop_slot_disabled = True
loc.locked = True
@@ -309,18 +309,18 @@ def set_up_shops(multiworld, player: int):
from .Options import small_key_shuffle
# TODO: move hard+ mode changes for shields here, utilizing the new shops
if multiworld.worlds[player].options.retro_bow:
if multiworld.retro_bow[player]:
rss = multiworld.get_region('Red Shield Shop', player).shop
replacement_items = [['Red Potion', 150], ['Green Potion', 75], ['Blue Potion', 200], ['Bombs (10)', 50],
['Blue Shield', 50], ['Small Heart',
10]] # Can't just replace the single arrow with 10 arrows as retro doesn't need them.
if multiworld.worlds[player].options.small_key_shuffle == small_key_shuffle.option_universal:
if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
replacement_items.append(['Small Key (Universal)', 100])
replacement_item = multiworld.random.choice(replacement_items)
rss.add_inventory(2, 'Single Arrow', 80, 1, replacement_item[0], replacement_item[1])
rss.locked = True
if multiworld.worlds[player].options.small_key_shuffle == small_key_shuffle.option_universal or multiworld.worlds[player].options.retro_bow:
if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal or multiworld.retro_bow[player]:
for shop in multiworld.random.sample([s for s in multiworld.shops if
s.custom and not s.locked and s.type == ShopType.Shop
and s.region.player == player], 5):
@@ -328,19 +328,19 @@ def set_up_shops(multiworld, player: int):
slots = [0, 1, 2]
multiworld.random.shuffle(slots)
slots = iter(slots)
if multiworld.worlds[player].options.small_key_shuffle == small_key_shuffle.option_universal:
if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
shop.add_inventory(next(slots), 'Small Key (Universal)', 100)
if multiworld.worlds[player].options.retro_bow:
if multiworld.retro_bow[player]:
shop.push_inventory(next(slots), 'Single Arrow', 80)
if multiworld.worlds[player].options.shuffle_capacity_upgrades:
if multiworld.shuffle_capacity_upgrades[player]:
for shop in multiworld.shops:
if shop.type == ShopType.UpgradeShop and shop.region.player == player and \
shop.region.name == "Capacity Upgrade":
shop.clear_inventory()
if (multiworld.worlds[player].options.shuffle_shop_inventories or multiworld.worlds[player].options.randomize_shop_prices
or multiworld.worlds[player].options.randomize_cost_types):
if (multiworld.shuffle_shop_inventories[player] or multiworld.randomize_shop_prices[player]
or multiworld.randomize_cost_types[player]):
shops = []
total_inventory = []
for shop in multiworld.shops:
@@ -352,7 +352,7 @@ def set_up_shops(multiworld, player: int):
for item in total_inventory:
item["price_type"], item["price"] = get_price(multiworld, item, player)
if multiworld.worlds[player].options.shuffle_shop_inventories:
if multiworld.shuffle_shop_inventories[player]:
multiworld.random.shuffle(total_inventory)
i = 0
@@ -434,39 +434,39 @@ def get_price(multiworld, item, player: int, price_type=None):
price_types = [price_type]
else:
price_types = [ShopPriceType.Rupees] # included as a chance to not change price
if multiworld.worlds[player].options.randomize_cost_types:
if multiworld.randomize_cost_types[player]:
price_types += [
ShopPriceType.Hearts,
ShopPriceType.Bombs,
ShopPriceType.Magic,
]
if multiworld.worlds[player].options.small_key_shuffle == small_key_shuffle.option_universal:
if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
if item and item["item"] == "Small Key (Universal)":
price_types = [ShopPriceType.Rupees, ShopPriceType.Magic] # no logical requirements for repeatable keys
else:
price_types.append(ShopPriceType.Keys)
if multiworld.worlds[player].options.retro_bow:
if multiworld.retro_bow[player]:
if item and item["item"] == "Single Arrow":
price_types = [ShopPriceType.Rupees, ShopPriceType.Magic] # no logical requirements for arrows
else:
price_types.append(ShopPriceType.Arrows)
diff = multiworld.worlds[player].options.item_pool.value
diff = multiworld.item_pool[player].value
if item:
# This is for a shop's regular inventory, the item is already determined, and we will decide the price here
price = item["price"]
if multiworld.worlds[player].options.randomize_shop_prices:
if multiworld.randomize_shop_prices[player]:
adjust = 2 if price < 100 else 5
price = int((price / adjust) * (0.5 + multiworld.worlds[player].random.random() * 1.5)) * adjust
multiworld.worlds[player].random.shuffle(price_types)
price = int((price / adjust) * (0.5 + multiworld.per_slot_randoms[player].random() * 1.5)) * adjust
multiworld.per_slot_randoms[player].shuffle(price_types)
for p_type in price_types:
if any(x in item['item'] for x in price_blacklist[p_type]):
continue
return p_type, price_chart[p_type](price, diff)
else:
# This is an AP location and the price will be adjusted after an item is shuffled into it
p_type = multiworld.worlds[player].random.choice(price_types)
return p_type, price_chart[p_type](min(int(multiworld.worlds[player].random.randint(8, 56)
* multiworld.worlds[player].options.shop_price_modifier / 100) * 5, 9999), diff)
p_type = multiworld.per_slot_randoms[player].choice(price_types)
return p_type, price_chart[p_type](min(int(multiworld.per_slot_randoms[player].randint(8, 56)
* multiworld.shop_price_modifier[player] / 100) * 5, 9999), diff)
def shop_price_rules(state: CollectionState, player: int, location: ALttPLocation):

View File

@@ -6,7 +6,7 @@ def is_not_bunny(state: CollectionState, region: LTTPRegion, player: int) -> boo
if state.has('Moon Pearl', player):
return True
return region.is_light_world if state.multiworld.worlds[player].options.mode != 'inverted' else region.is_dark_world
return region.is_light_world if state.multiworld.mode[player] != 'inverted' else region.is_dark_world
def can_bomb_clip(state: CollectionState, region: LTTPRegion, player: int) -> bool:
@@ -24,7 +24,7 @@ def can_buy(state: CollectionState, item: str, player: int) -> bool:
def can_shoot_arrows(state: CollectionState, player: int, count: int = 0) -> bool:
if state.multiworld.worlds[player].options.retro_bow:
if state.multiworld.retro_bow[player]:
return (state.has('Bow', player) or state.has('Silver Bow', player)) and can_buy(state, 'Single Arrow', player)
return (state.has('Bow', player) or state.has('Silver Bow', player)) and can_hold_arrows(state, player, count)
@@ -74,9 +74,9 @@ def can_extend_magic(state: CollectionState, player: int, smallmagic: int = 16,
elif state.has('Magic Upgrade (1/2)', player):
basemagic = 16
if can_buy_unlimited(state, 'Green Potion', player) or can_buy_unlimited(state, 'Blue Potion', player):
if state.multiworld.worlds[player].options.item_functionality == 'hard' and not fullrefill:
if state.multiworld.item_functionality[player] == 'hard' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.5 * bottle_count(state, player))
elif state.multiworld.worlds[player].options.item_functionality == 'expert' and not fullrefill:
elif state.multiworld.item_functionality[player] == 'expert' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.25 * bottle_count(state, player))
else:
basemagic = basemagic + basemagic * bottle_count(state, player)
@@ -99,12 +99,12 @@ def can_hold_arrows(state: CollectionState, player: int, quantity: int):
def can_use_bombs(state: CollectionState, player: int, quantity: int = 1) -> bool:
bombs = 0 if state.multiworld.worlds[player].options.bombless_start else 10
bombs = 0 if state.multiworld.bombless_start[player] else 10
bombs += ((state.count("Bomb Upgrade (+5)", player) * 5) + (state.count("Bomb Upgrade (+10)", player) * 10)
+ (state.count("Bomb Upgrade (50)", player) * 50))
# Bomb Upgrade (+5) beyond the 6th gives +10
bombs += max(0, ((state.count("Bomb Upgrade (+5)", player) - 6) * 10))
if (not state.multiworld.worlds[player].options.shuffle_capacity_upgrades) and state.has("Capacity Upgrade Shop", player):
if (not state.multiworld.shuffle_capacity_upgrades[player]) and state.has("Capacity Upgrade Shop", player):
bombs += 40
return bombs >= min(quantity, 50)
@@ -120,7 +120,7 @@ def can_activate_crystal_switch(state: CollectionState, player: int) -> bool:
def can_kill_most_things(state: CollectionState, player: int, enemies: int = 5) -> bool:
if state.multiworld.worlds[player].options.enemy_shuffle:
if state.multiworld.enemy_shuffle[player]:
# I don't fully understand Enemizer's logic for placing enemies in spots where they need to be killable, if any.
# Just go with maximal requirements for now.
return (has_melee_weapon(state, player)
@@ -135,7 +135,7 @@ def can_kill_most_things(state: CollectionState, player: int, enemies: int = 5)
or (state.has('Cane of Byrna', player) and (enemies < 6 or can_extend_magic(state, player)))
or can_shoot_arrows(state, player)
or state.has('Fire Rod', player)
or (state.multiworld.worlds[player].options.enemy_health in ("easy", "default")
or (state.multiworld.enemy_health[player] in ("easy", "default")
and can_use_bombs(state, player, enemies * 4)))
@@ -152,7 +152,7 @@ def can_get_good_bee(state: CollectionState, player: int) -> bool:
def can_retrieve_tablet(state: CollectionState, player: int) -> bool:
return state.has('Book of Mudora', player) and (has_beam_sword(state, player) or
(state.multiworld.worlds[player].options.swordless and
(state.multiworld.swordless[player] and
state.has("Hammer", player)))
@@ -179,7 +179,7 @@ def has_fire_source(state: CollectionState, player: int) -> bool:
def can_melt_things(state: CollectionState, player: int) -> bool:
return state.has('Fire Rod', player) or \
(state.has('Bombos', player) and
(state.multiworld.worlds[player].options.swordless or
(state.multiworld.swordless[player] or
has_sword(state, player)))
@@ -192,19 +192,19 @@ def has_turtle_rock_medallion(state: CollectionState, player: int) -> bool:
def can_boots_clip_lw(state: CollectionState, player: int) -> bool:
if state.multiworld.worlds[player].options.mode == 'inverted':
if state.multiworld.mode[player] == 'inverted':
return state.has('Pegasus Boots', player) and state.has('Moon Pearl', player)
return state.has('Pegasus Boots', player)
def can_boots_clip_dw(state: CollectionState, player: int) -> bool:
if state.multiworld.worlds[player].options.mode != 'inverted':
if state.multiworld.mode[player] != 'inverted':
return state.has('Pegasus Boots', player) and state.has('Moon Pearl', player)
return state.has('Pegasus Boots', player)
def can_get_glitched_speed_dw(state: CollectionState, player: int) -> bool:
rules = [state.has('Pegasus Boots', player), any([state.has('Hookshot', player), has_sword(state, player)])]
if state.multiworld.worlds[player].options.mode != 'inverted':
if state.multiworld.mode[player] != 'inverted':
rules.append(state.has('Moon Pearl', player))
return all(rules)

View File

@@ -2,10 +2,11 @@
from typing import Optional, TYPE_CHECKING
from enum import IntEnum
from BaseClasses import Entrance, Location, Item, ItemClassification, Region, MultiWorld
from BaseClasses import Location, Item, ItemClassification, Region, MultiWorld
if TYPE_CHECKING:
from .Dungeons import Dungeon
from .Regions import LTTPRegion
class ALttPLocation(Location):
@@ -76,19 +77,6 @@ class ALttPItem(Item):
return self.type
Addresses = int | list[int] | tuple[int, int, int, int, int, int, int, int, int, int, int, int, int]
class LTTPEntrance(Entrance):
addresses: Addresses | None = None
target: int | None = None
def connect(self, region: Region, addresses: Addresses | None = None, target: int | None = None) -> None:
super().connect(region)
self.addresses = addresses
self.target = target
class LTTPRegionType(IntEnum):
LightWorld = 1
DarkWorld = 2
@@ -102,7 +90,6 @@ class LTTPRegionType(IntEnum):
class LTTPRegion(Region):
entrance_type = LTTPEntrance
type: LTTPRegionType
# will be set after making connections.

View File

@@ -1,6 +1,6 @@
from BaseClasses import Entrance
from worlds.generic.Rules import set_rule, add_rule
from .StateHelpers import can_bomb_clip, has_sword, has_beam_sword, has_fire_source, can_melt_things, has_misery_mire_medallion
from .SubClasses import LTTPEntrance
# We actually need the logic to properly "mark" these regions as Light or Dark world.
@@ -9,15 +9,17 @@ def underworld_glitch_connections(world, player):
specrock = world.get_region('Spectacle Rock Cave (Bottom)', player)
mire = world.get_region('Misery Mire (West)', player)
kikiskip = specrock.create_exit('Kiki Skip')
mire_to_hera = mire.create_exit('Mire to Hera Clip')
mire_to_swamp = mire.create_exit('Hera to Swamp Clip')
kikiskip = Entrance(player, 'Kiki Skip', specrock)
mire_to_hera = Entrance(player, 'Mire to Hera Clip', mire)
mire_to_swamp = Entrance(player, 'Hera to Swamp Clip', mire)
specrock.exits.append(kikiskip)
mire.exits.extend([mire_to_hera, mire_to_swamp])
if world.worlds[player].fix_fake_world:
kikiskip.connect(world.get_entrance('Palace of Darkness Exit', player).connected_region)
mire_to_hera.connect(world.get_entrance('Tower of Hera Exit', player).connected_region)
mire_to_swamp.connect(world.get_entrance('Swamp Palace Exit', player).connected_region)
else:
else:
kikiskip.connect(world.get_region('Palace of Darkness (Entrance)', player))
mire_to_hera.connect(world.get_region('Tower of Hera (Bottom)', player))
mire_to_swamp.connect(world.get_region('Swamp Palace (Entrance)', player))
@@ -35,7 +37,7 @@ def fake_pearl_state(state, player):
# Sets the rules on where we can actually go using this clip.
# Behavior differs based on what type of ER shuffle we're playing.
def dungeon_reentry_rules(world, player, clip: LTTPEntrance, dungeon_region: str, dungeon_exit: str):
def dungeon_reentry_rules(world, player, clip: Entrance, dungeon_region: str, dungeon_exit: str):
fix_dungeon_exits = world.worlds[player].fix_palaceofdarkness_exit
fix_fake_worlds = world.worlds[player].fix_fake_world
@@ -59,7 +61,7 @@ def dungeon_reentry_rules(world, player, clip: LTTPEntrance, dungeon_region: str
# since the clip links directly to the exterior region.
def underworld_glitches_rules(world, player):
def underworld_glitches_rules(world, player):
# Ice Palace Entrance Clip
# This is the easiest one since it's a simple internal clip.
# Need to also add melting to freezor chest since it's otherwise assumed.
@@ -88,12 +90,12 @@ def underworld_glitches_rules(world, player):
# We need to be able to s+q to old man, then go to either Mire or Hera at either Hera or GT.
# First we require a certain type of entrance shuffle, then build the rule from its pieces.
if not world.worlds[player].swamp_patch_required:
if world.worlds[player].options.entrance_shuffle in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
rule_map = {
'Misery Mire (Entrance)': (lambda state: True),
'Tower of Hera (Bottom)': (lambda state: state.can_reach('Tower of Hera Big Key Door', 'Entrance', player))
}
inverted = world.worlds[player].options.mode == 'inverted'
inverted = world.mode[player] == 'inverted'
hera_rule = lambda state: (state.has('Moon Pearl', player) or not inverted) and \
rule_map.get(world.get_entrance('Tower of Hera', player).connected_region.name, lambda state: False)(state)
gt_rule = lambda state: (state.has('Moon Pearl', player) or inverted) and \

View File

@@ -121,7 +121,6 @@ class ALTTPWeb(WebWorld):
)
tutorials = [setup_en, setup_de, setup_es, setup_fr, msu, msu_es, msu_fr, plando, oof_sound]
game_info_languages = ["en", "fr"]
class ALTTPWorld(World):
@@ -141,7 +140,7 @@ class ALTTPWorld(World):
item_name_groups = item_name_groups
location_name_groups = {
"Blind's Hideout": {"Blind's Hideout - Top", "Blind's Hideout - Left", "Blind's Hideout - Right",
"Blind's Hideout - Far Left", "Blind's Hideout - Far Right"},
"Blind's Hideout - Far Left", "Blind's Hideout - Far Right"},
"Kakariko Well": {"Kakariko Well - Top", "Kakariko Well - Left", "Kakariko Well - Middle",
"Kakariko Well - Right", "Kakariko Well - Bottom"},
"Mini Moldorm Cave": {"Mini Moldorm Cave - Far Left", "Mini Moldorm Cave - Left", "Mini Moldorm Cave - Right",
@@ -154,23 +153,15 @@ class ALTTPWorld(World):
"Hookshot Cave": {"Hookshot Cave - Top Right", "Hookshot Cave - Top Left", "Hookshot Cave - Bottom Right",
"Hookshot Cave - Bottom Left"},
"Hyrule Castle": {"Hyrule Castle - Boomerang Chest", "Hyrule Castle - Map Chest",
"Hyrule Castle - Zelda's Chest", "Hyrule Castle - Big Key Drop",
"Hyrule Castle - Boomerang Guard Key Drop", "Hyrule Castle - Map Guard Key Drop",
"Sewers - Dark Cross", "Sewers - Secret Room - Left",
"Sewers - Secret Room - Middle", "Sewers - Secret Room - Right",
"Sewers - Key Rat Key Drop"},
"Hyrule Castle - Zelda's Chest", "Sewers - Dark Cross", "Sewers - Secret Room - Left",
"Sewers - Secret Room - Middle", "Sewers - Secret Room - Right"},
"Eastern Palace": {"Eastern Palace - Compass Chest", "Eastern Palace - Big Chest",
"Eastern Palace - Cannonball Chest", "Eastern Palace - Big Key Chest",
"Eastern Palace - Dark Eyegore Key Drop", "Eastern Palace - Dark Square Pot Key",
"Eastern Palace - Map Chest", "Eastern Palace - Boss"},
"Desert Palace": {"Desert Palace - Big Chest", "Desert Palace - Torch", "Desert Palace - Map Chest",
"Desert Palace - Beamos Hall Pot Key", "Desert Palace - Desert Tiles 1 Pot Key",
"Desert Palace - Desert Tiles 2 Pot Key", "Desert Palace - Compass Chest",
"Desert Palace - Big Key Chest", "Desert Palace - Boss"},
"Desert Palace - Compass Chest", "Desert Palace - Big Key Chest", "Desert Palace - Boss"},
"Tower of Hera": {"Tower of Hera - Basement Cage", "Tower of Hera - Map Chest", "Tower of Hera - Big Key Chest",
"Tower of Hera - Compass Chest", "Tower of Hera - Big Chest", "Tower of Hera - Boss"},
"Castle Tower": {"Castle Tower - Room 03", "Castle Tower - Dark Maze",
"Castle Tower - Dark Archer Key Drop", "Castle Tower - Circle of Pots Key Drop"},
"Palace of Darkness": {"Palace of Darkness - Shooter Room", "Palace of Darkness - The Arena - Bridge",
"Palace of Darkness - Stalfos Basement", "Palace of Darkness - Big Key Chest",
"Palace of Darkness - The Arena - Ledge", "Palace of Darkness - Map Chest",
@@ -181,33 +172,25 @@ class ALTTPWorld(World):
"Swamp Palace": {"Swamp Palace - Entrance", "Swamp Palace - Map Chest", "Swamp Palace - Big Chest",
"Swamp Palace - Compass Chest", "Swamp Palace - Big Key Chest", "Swamp Palace - West Chest",
"Swamp Palace - Flooded Room - Left", "Swamp Palace - Flooded Room - Right",
"Swamp Palace - Hookshot Pot Key", "Swamp Palace - Pot Row Pot Key",
"Swamp Palace - Trench 1 Pot Key", "Swamp Palace - Trench 2 Pot Key",
"Swamp Palace - Waterway Pot Key", "Swamp Palace - Waterfall Room", "Swamp Palace - Boss"},
"Swamp Palace - Waterfall Room", "Swamp Palace - Boss"},
"Thieves' Town": {"Thieves' Town - Big Key Chest", "Thieves' Town - Map Chest", "Thieves' Town - Compass Chest",
"Thieves' Town - Ambush Chest", "Thieves' Town - Attic", "Thieves' Town - Big Chest",
"Thieves' Town - Hallway Pot Key", "Thieves' Town - Spike Switch Pot Key",
"Thieves' Town - Blind's Cell", "Thieves' Town - Boss"},
"Skull Woods": {"Skull Woods - Map Chest", "Skull Woods - Pinball Room", "Skull Woods - Compass Chest",
"Skull Woods - Pot Prison", "Skull Woods - Big Chest", "Skull Woods - Big Key Chest",
"Skull Woods - Spike Corner Key Drop", "Skull Woods - West Lobby Pot Key",
"Skull Woods - Bridge Room", "Skull Woods - Boss"},
"Ice Palace": {"Ice Palace - Compass Chest", "Ice Palace - Freezor Chest", "Ice Palace - Big Chest",
"Ice Palace - Freezor Chest", "Ice Palace - Big Chest", "Ice Palace - Iced T Room",
"Ice Palace - Spike Room", "Ice Palace - Big Key Chest", "Ice Palace - Map Chest",
"Ice Palace - Conveyor Key Drop", "Ice Palace - Hammer Block Key Drop",
"Ice Palace - Jelly Key Drop", "Ice Palace - Many Pots Pot Key",
"Ice Palace - Boss"},
"Misery Mire": {"Misery Mire - Big Chest", "Misery Mire - Map Chest", "Misery Mire - Main Lobby",
"Misery Mire - Bridge Chest", "Misery Mire - Spike Chest", "Misery Mire - Compass Chest",
"Misery Mire - Conveyor Crystal Key Drop", "Misery Mire - Fishbone Pot Key",
"Misery Mire - Spikes Pot Key", "Misery Mire - Big Key Chest", "Misery Mire - Boss"},
"Misery Mire - Big Key Chest", "Misery Mire - Boss"},
"Turtle Rock": {"Turtle Rock - Compass Chest", "Turtle Rock - Roller Room - Left",
"Turtle Rock - Roller Room - Right", "Turtle Rock - Chain Chomps", "Turtle Rock - Big Key Chest",
"Turtle Rock - Big Chest", "Turtle Rock - Crystaroller Room",
"Turtle Rock - Eye Bridge - Bottom Left", "Turtle Rock - Eye Bridge - Bottom Right",
"Turtle Rock - Eye Bridge - Top Left", "Turtle Rock - Eye Bridge - Top Right",
"Turtle Rock - Pokey 1 Key Drop", "Turtle Rock - Pokey 2 Key Drop",
"Turtle Rock - Boss"},
"Ganons Tower": {"Ganons Tower - Bob's Torch", "Ganons Tower - Hope Room - Left",
"Ganons Tower - Hope Room - Right", "Ganons Tower - Tile Room",
@@ -220,13 +203,10 @@ class ALTTPWorld(World):
"Ganons Tower - Randomizer Room - Bottom Left", "Ganons Tower - Randomizer Room - Bottom Right",
"Ganons Tower - Bob's Chest", "Ganons Tower - Big Chest", "Ganons Tower - Big Key Room - Left",
"Ganons Tower - Big Key Room - Right", "Ganons Tower - Big Key Chest",
"Ganons Tower - Conveyor Cross Pot Key", "Ganons Tower - Conveyor Star Pits Pot Key",
"Ganons Tower - Double Switch Pot Key", "Ganons Tower - Mini Helmasaur Room - Left",
"Ganons Tower - Mini Helmasaur Room - Right", "Ganons Tower - Pre-Moldorm Chest",
"Ganons Tower - Mini Helmasaur Key Drop", "Ganons Tower - Validation Chest"},
"Ganons Tower - Mini Helmasaur Room - Left", "Ganons Tower - Mini Helmasaur Room - Right",
"Ganons Tower - Pre-Moldorm Chest", "Ganons Tower - Validation Chest"},
"Ganons Tower Climb": {"Ganons Tower - Mini Helmasaur Room - Left", "Ganons Tower - Mini Helmasaur Room - Right",
"Ganons Tower - Mini Helmasaur Key Drop", "Ganons Tower - Pre-Moldorm Chest",
"Ganons Tower - Validation Chest"},
"Ganons Tower - Pre-Moldorm Chest", "Ganons Tower - Validation Chest"},
}
hint_blacklist = {"Triforce"}
@@ -313,62 +293,74 @@ class ALTTPWorld(World):
break
def generate_early(self):
# write old options
import dataclasses
is_first = self.player == min(self.multiworld.get_game_players(self.game))
for field in dataclasses.fields(self.options_dataclass):
if is_first:
setattr(self.multiworld, field.name, {})
getattr(self.multiworld, field.name)[self.player] = getattr(self.options, field.name)
# end of old options re-establisher
player = self.player
multiworld = self.multiworld
self.fix_trock_doors = (self.options.entrance_shuffle != 'vanilla' or self.options.mode == 'inverted')
self.fix_skullwoods_exit = self.options.entrance_shuffle not in ['vanilla', 'simple', 'restricted', 'dungeons_simple']
self.fix_palaceofdarkness_exit = self.options.entrance_shuffle not in ['dungeons_simple', 'vanilla', 'simple', 'restricted']
self.fix_trock_exit = self.options.entrance_shuffle not in ['vanilla', 'simple', 'restricted', 'dungeons_simple']
self.fix_trock_doors = (multiworld.entrance_shuffle[player] != 'vanilla'
or multiworld.mode[player] == 'inverted')
self.fix_skullwoods_exit = multiworld.entrance_shuffle[player] not in ['vanilla', 'simple', 'restricted',
'dungeons_simple']
self.fix_palaceofdarkness_exit = multiworld.entrance_shuffle[player] not in ['dungeons_simple', 'vanilla',
'simple', 'restricted']
self.fix_trock_exit = multiworld.entrance_shuffle[player] not in ['vanilla', 'simple', 'restricted',
'dungeons_simple']
# fairy bottle fills
bottle_options = [
"Bottle (Red Potion)", "Bottle (Green Potion)", "Bottle (Blue Potion)",
"Bottle (Bee)", "Bottle (Good Bee)"
]
if self.options.item_pool not in ["hard", "expert"]:
if multiworld.item_pool[player] not in ["hard", "expert"]:
bottle_options.append("Bottle (Fairy)")
self.waterfall_fairy_bottle_fill = self.random.choice(bottle_options)
self.pyramid_fairy_bottle_fill = self.random.choice(bottle_options)
if self.options.mode == 'standard':
if self.options.small_key_shuffle:
if (self.options.small_key_shuffle not in
(small_key_shuffle.option_universal, small_key_shuffle.option_own_dungeons,
small_key_shuffle.option_start_with)):
if multiworld.mode[player] == 'standard':
if multiworld.small_key_shuffle[player]:
if (multiworld.small_key_shuffle[player] not in
(small_key_shuffle.option_universal, small_key_shuffle.option_own_dungeons,
small_key_shuffle.option_start_with)):
self.multiworld.local_early_items[self.player]["Small Key (Hyrule Castle)"] = 1
self.options.local_items.value.add("Small Key (Hyrule Castle)")
self.options.non_local_items.value.discard("Small Key (Hyrule Castle)")
if self.options.big_key_shuffle:
self.options.local_items.value.add("Big Key (Hyrule Castle)")
self.options.non_local_items.value.discard("Big Key (Hyrule Castle)")
self.multiworld.local_items[self.player].value.add("Small Key (Hyrule Castle)")
self.multiworld.non_local_items[self.player].value.discard("Small Key (Hyrule Castle)")
if multiworld.big_key_shuffle[player]:
self.multiworld.local_items[self.player].value.add("Big Key (Hyrule Castle)")
self.multiworld.non_local_items[self.player].value.discard("Big Key (Hyrule Castle)")
# system for sharing ER layouts
self.er_seed = str(multiworld.random.randint(0, 2 ** 64))
if self.options.entrance_shuffle != "vanilla" and self.options.entrance_shuffle_seed != "random":
shuffle = self.options.entrance_shuffle.current_key
if multiworld.entrance_shuffle[player] != "vanilla" and multiworld.entrance_shuffle_seed[player] != "random":
shuffle = multiworld.entrance_shuffle[player].current_key
if shuffle == "vanilla":
self.er_seed = "vanilla"
elif (not self.options.entrance_shuffle_seed.value.isdigit()) or multiworld.is_race:
elif (not multiworld.entrance_shuffle_seed[player].value.isdigit()) or multiworld.is_race:
self.er_seed = get_same_seed(multiworld, (
shuffle, self.options.entrance_shuffle_seed.value,
self.options.retro_caves,
self.options.mode,
self.options.glitches_required
))
shuffle, multiworld.entrance_shuffle_seed[player].value, multiworld.retro_caves[player], multiworld.mode[player],
multiworld.glitches_required[player]))
else: # not a race or group seed, use set seed as is.
self.er_seed = int(self.options.entrance_shuffle_seed.value)
elif self.options.entrance_shuffle == "vanilla":
self.er_seed = int(multiworld.entrance_shuffle_seed[player].value)
elif multiworld.entrance_shuffle[player] == "vanilla":
self.er_seed = "vanilla"
for dungeon_item in ["small_key_shuffle", "big_key_shuffle", "compass_shuffle", "map_shuffle"]:
option = getattr(self.options, dungeon_item)
option = getattr(multiworld, dungeon_item)[player]
if option == "own_world":
self.options.local_items.value |= self.item_name_groups[option.item_name_group]
multiworld.local_items[player].value |= self.item_name_groups[option.item_name_group]
elif option == "different_world":
self.options.non_local_items.value |= self.item_name_groups[option.item_name_group]
if self.options.mode == "standard":
self.options.non_local_items.value -= {"Small Key (Hyrule Castle)"}
multiworld.non_local_items[player].value |= self.item_name_groups[option.item_name_group]
if multiworld.mode[player] == "standard":
multiworld.non_local_items[player].value -= {"Small Key (Hyrule Castle)"}
elif option.in_dungeon:
self.dungeon_local_item_names |= self.item_name_groups[option.item_name_group]
if option == "original_dungeon":
@@ -376,15 +368,15 @@ class ALTTPWorld(World):
else:
self.options.local_items.value |= self.dungeon_local_item_names
self.difficulty_requirements = difficulties[self.options.item_pool.current_key]
self.difficulty_requirements = difficulties[multiworld.item_pool[player].current_key]
# enforce pre-defined local items.
if self.options.goal in ["local_triforce_hunt", "local_ganon_triforce_hunt"]:
self.options.local_items.value.add('Triforce Piece')
if multiworld.goal[player] in ["local_triforce_hunt", "local_ganon_triforce_hunt"]:
multiworld.local_items[player].value.add('Triforce Piece')
# Not possible to place crystals outside boss prizes yet (might as well make it consistent with pendants too).
self.options.non_local_items.value -= item_name_groups['Pendants']
self.options.non_local_items.value -= item_name_groups['Crystals']
multiworld.non_local_items[player].value -= item_name_groups['Pendants']
multiworld.non_local_items[player].value -= item_name_groups['Crystals']
create_dungeons = create_dungeons
@@ -392,15 +384,15 @@ class ALTTPWorld(World):
player = self.player
multiworld = self.multiworld
if self.options.mode != 'inverted':
if multiworld.mode[player] != 'inverted':
create_regions(multiworld, player)
else:
create_inverted_regions(multiworld, player)
create_shops(multiworld, player)
self.create_dungeons()
if (self.options.glitches_required not in ["no_glitches", "minor_glitches"] and
self.options.entrance_shuffle in [
if (multiworld.glitches_required[player] not in ["no_glitches", "minor_glitches"] and
multiworld.entrance_shuffle[player] in [
"vanilla", "dungeons_simple", "dungeons_full", "simple", "restricted", "full"]):
self.fix_fake_world = False
@@ -408,7 +400,7 @@ class ALTTPWorld(World):
old_random = multiworld.random
multiworld.random = random.Random(self.er_seed)
if self.options.mode != 'inverted':
if multiworld.mode[player] != 'inverted':
link_entrances(multiworld, player)
mark_light_world_regions(multiworld, player)
else:
@@ -493,9 +485,8 @@ class ALTTPWorld(World):
if state.has('Silver Bow', item.player):
return
elif state.has('Bow', item.player) and (self.difficulty_requirements.progressive_bow_limit >= 2
or self.options.glitches_required == 'no_glitches'
or self.options.swordless):
# modes where silver bow is always required for ganon
or self.multiworld.glitches_required[self.player] == 'no_glitches'
or self.multiworld.swordless[self.player]): # modes where silver bow is always required for ganon
return 'Silver Bow'
elif self.difficulty_requirements.progressive_bow_limit >= 1:
return 'Bow'
@@ -505,20 +496,20 @@ class ALTTPWorld(World):
def pre_fill(self):
from Fill import fill_restrictive, FillError
attempts = 5
all_state = self.multiworld.get_all_state(use_cache=False)
world = self.multiworld
player = self.player
all_state = world.get_all_state(use_cache=True)
crystals = [self.create_item(name) for name in ['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6']]
for crystal in crystals:
all_state.remove(crystal)
crystal_locations = [self.get_location('Turtle Rock - Prize'),
self.get_location('Eastern Palace - Prize'),
self.get_location('Desert Palace - Prize'),
self.get_location('Tower of Hera - Prize'),
self.get_location('Palace of Darkness - Prize'),
self.get_location('Thieves\' Town - Prize'),
self.get_location('Skull Woods - Prize'),
self.get_location('Swamp Palace - Prize'),
self.get_location('Ice Palace - Prize'),
self.get_location('Misery Mire - Prize')]
crystal_locations = [world.get_location('Turtle Rock - Prize', player),
world.get_location('Eastern Palace - Prize', player),
world.get_location('Desert Palace - Prize', player),
world.get_location('Tower of Hera - Prize', player),
world.get_location('Palace of Darkness - Prize', player),
world.get_location('Thieves\' Town - Prize', player),
world.get_location('Skull Woods - Prize', player),
world.get_location('Swamp Palace - Prize', player),
world.get_location('Ice Palace - Prize', player),
world.get_location('Misery Mire - Prize', player)]
placed_prizes = {loc.item.name for loc in crystal_locations if loc.item}
unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes]
empty_crystal_locations = [loc for loc in crystal_locations if not loc.item]
@@ -526,8 +517,8 @@ class ALTTPWorld(World):
try:
prizepool = unplaced_prizes.copy()
prize_locs = empty_crystal_locations.copy()
self.multiworld.random.shuffle(prize_locs)
fill_restrictive(self.multiworld, all_state, prize_locs, prizepool, True, lock=True,
world.random.shuffle(prize_locs)
fill_restrictive(world, all_state, prize_locs, prizepool, True, lock=True,
name="LttP Dungeon Prizes")
except FillError as e:
lttp_logger.exception("Failed to place dungeon prizes (%s). Will retry %s more times", e,
@@ -538,10 +529,10 @@ class ALTTPWorld(World):
break
else:
raise FillError('Unable to place dungeon prizes')
if self.options.mode == 'standard' and self.options.small_key_shuffle \
and self.options.small_key_shuffle != small_key_shuffle.option_universal and \
self.options.small_key_shuffle != small_key_shuffle.option_own_dungeons:
self.multiworld.local_early_items[self.player]["Small Key (Hyrule Castle)"] = 1
if world.mode[player] == 'standard' and world.small_key_shuffle[player] \
and world.small_key_shuffle[player] != small_key_shuffle.option_universal and \
world.small_key_shuffle[player] != small_key_shuffle.option_own_dungeons:
world.local_early_items[player]["Small Key (Hyrule Castle)"] = 1
@classmethod
def stage_pre_fill(cls, world):
@@ -581,27 +572,27 @@ class ALTTPWorld(World):
multiworld.spoiler.hashes[player] = get_hash_string(rom.hash)
palettes_options = {
'dungeon': self.options.uw_palettes,
'overworld': self.options.ow_palettes,
'hud': self.options.hud_palettes,
'sword': self.options.sword_palettes,
'shield': self.options.shield_palettes,
'dungeon': multiworld.uw_palettes[player],
'overworld': multiworld.ow_palettes[player],
'hud': multiworld.hud_palettes[player],
'sword': multiworld.sword_palettes[player],
'shield': multiworld.shield_palettes[player],
# 'link': world.link_palettes[player]
}
palettes_options = {key: option.current_key for key, option in palettes_options.items()}
apply_rom_settings(rom, self.options.heartbeep.current_key,
self.options.heartcolor.current_key,
self.options.quickswap,
self.options.menuspeed.current_key,
self.options.music,
apply_rom_settings(rom, multiworld.heartbeep[player].current_key,
multiworld.heartcolor[player].current_key,
multiworld.quickswap[player],
multiworld.menuspeed[player].current_key,
multiworld.music[player],
multiworld.sprite[player],
None,
palettes_options, multiworld, player, True,
reduceflashing=self.options.reduceflashing or multiworld.is_race,
triforcehud=self.options.triforcehud.current_key,
deathlink=self.options.death_link,
allowcollect=self.options.allow_collect)
reduceflashing=multiworld.reduceflashing[player] or multiworld.is_race,
triforcehud=multiworld.triforcehud[player].current_key,
deathlink=multiworld.death_link[player],
allowcollect=multiworld.allow_collect[player])
rompath = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}.sfc")
rom.write_to_file(rompath)
@@ -618,7 +609,7 @@ class ALTTPWorld(World):
@classmethod
def stage_extend_hint_information(cls, world, hint_data: typing.Dict[int, typing.Dict[int, str]]):
er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if
world.worlds[player].options.entrance_shuffle != "vanilla" or world.worlds[player].options.retro_caves}
world.entrance_shuffle[player] != "vanilla" or world.retro_caves[player]}
for region in world.regions:
if region.player in er_hint_data and region.locations:
@@ -734,7 +725,7 @@ class ALTTPWorld(World):
f" {self.pyramid_fairy_bottle_fill}")
spoiler_handle.write(f"\nWaterfall Fairy ({player_name}):"
f" {self.waterfall_fairy_bottle_fill}")
if self.options.boss_shuffle != "none":
if self.multiworld.boss_shuffle[self.player] != "none":
def create_boss_map() -> typing.Dict:
boss_map = {
"Eastern Palace": self.dungeons["Eastern Palace"].boss.name,
@@ -751,7 +742,7 @@ class ALTTPWorld(World):
"Ganons Tower": "Agahnim 2",
"Ganon": "Ganon"
}
if self.options.mode != 'inverted':
if self.multiworld.mode[self.player] != 'inverted':
boss_map.update({
"Ganons Tower Basement":
self.dungeons["Ganons Tower"].bosses["bottom"].name,
@@ -811,15 +802,12 @@ class ALTTPWorld(World):
return GetBeemizerItem(self.multiworld, self.player, item)
def get_pre_fill_items(self):
res = [self.create_item(name) for name in ('Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1',
'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5',
'Crystal 6')]
res = []
if self.dungeon_local_item_names:
for dungeon in self.dungeons.values():
for item in dungeon.all_items:
if item.name in self.dungeon_local_item_names:
res.append(item)
return res
def fill_slot_data(self):
@@ -839,7 +827,7 @@ class ALTTPWorld(World):
"triforce_pieces_available", "triforce_pieces_extra",
]
slot_data = {option_name: getattr(self.options, option_name).value for option_name in slot_options}
slot_data = {option_name: getattr(self.multiworld, option_name)[self.player].value for option_name in slot_options}
slot_data.update({
'mm_medalion': self.required_medallions[0],
@@ -860,8 +848,8 @@ def get_same_seed(world, seed_def: tuple) -> str:
class ALttPLogic(LogicMixin):
def _lttp_has_key(self, item, player, count: int = 1):
if self.multiworld.worlds[player].options.glitches_required == 'no_logic':
if self.multiworld.glitches_required[player] == 'no_logic':
return True
if self.multiworld.worlds[player].options.small_key_shuffle == small_key_shuffle.option_universal:
if self.multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
return can_buy_unlimited(self, 'Small Key (Universal)', player)
return self.prog_items[player][item] >= count

View File

@@ -14,8 +14,8 @@ class TestDungeon(LTTPTestBase):
self.starting_regions = [] # Where to start exploring
self.remove_exits = [] # Block dungeon exits
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.worlds[1].options.bombless_start.value = True
self.multiworld.worlds[1].options.shuffle_capacity_upgrades.value = 2
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = 2
create_regions(self.multiworld, 1)
self.multiworld.worlds[1].create_dungeons()
create_shops(self.multiworld, 1)

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