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3 Commits

Author SHA1 Message Date
Fabian Dill
775f56036c fix type 2025-01-09 17:02:36 +01:00
Fabian Dill
39342ad5d5 review concerns 2025-01-09 17:01:19 +01:00
Fabian Dill
ce09144261 Core: add creation reason to filler 2025-01-08 00:30:03 +01:00
773 changed files with 23525 additions and 51518 deletions

View File

@@ -1,21 +1,8 @@
{
"include": [
"../BizHawkClient.py",
"../Patch.py",
"../test/param.py",
"../test/general/test_groups.py",
"../test/general/test_helpers.py",
"../test/general/test_memory.py",
"../test/general/test_names.py",
"../test/multiworld/__init__.py",
"../test/multiworld/test_multiworlds.py",
"../test/netutils/__init__.py",
"../test/programs/__init__.py",
"../test/programs/test_multi_server.py",
"../test/utils/__init__.py",
"../test/webhost/test_descriptions.py",
"type_check.py",
"../worlds/AutoSNIClient.py",
"type_check.py"
"../Patch.py"
],
"exclude": [

View File

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

View File

@@ -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/${{ env.SETUP_NAME }}
- name: Check build loads expected worlds
shell: bash
run: |
@@ -116,8 +99,8 @@ jobs:
if-no-files-found: error
retention-days: 7 # keep for 7 days, should be enough
build-ubuntu2204:
runs-on: ubuntu-22.04
build-ubuntu2004:
runs-on: ubuntu-20.04
steps:
# - copy code below to release.yml -
- uses: actions/checkout@v4
@@ -149,7 +132,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer
"${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"
@@ -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

View File

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

View File

@@ -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/*/}" >> $GITHUB_ENV
@@ -137,7 +64,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer
"${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"
@@ -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

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

2
.gitignore vendored
View File

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

View File

@@ -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

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

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)
@@ -384,7 +373,8 @@ class MultiWorld():
items_to_add.append(AutoWorld.call_single(self, "create_item", item_player,
group["replacement_items"][player]))
else:
items_to_add.append(AutoWorld.call_single(self, "create_filler", item_player))
items_to_add.append(AutoWorld.call_single(self, "create_filler", item_player,
AutoWorld.FillerReason.item_link))
self.random.shuffle(items_to_add)
self.itempool.extend(items_to_add[:itemcount - len(self.itempool)])
@@ -438,8 +428,7 @@ 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 +437,10 @@ 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 +617,7 @@ 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)
@@ -882,40 +870,21 @@ class CollectionState():
def has(self, item: str, player: int, count: int = 1) -> bool:
return self.prog_items[player][item] >= count
# for loops are specifically used in all/any/count methods, instead of all()/any()/sum(), to avoid the overhead of
# creating and iterating generator instances. In `return all(player_prog_items[item] for item in items)`, the
# argument to all() would be a new generator instance, for example.
def has_all(self, items: Iterable[str], player: int) -> bool:
"""Returns True if each item name of items is in state at least once."""
player_prog_items = self.prog_items[player]
for item in items:
if not player_prog_items[item]:
return False
return True
return all(self.prog_items[player][item] for item in items)
def has_any(self, items: Iterable[str], player: int) -> bool:
"""Returns True if at least one item name of items is in state at least once."""
player_prog_items = self.prog_items[player]
for item in items:
if player_prog_items[item]:
return True
return False
return any(self.prog_items[player][item] for item in items)
def has_all_counts(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if each item name is in the state at least as many times as specified."""
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] < count:
return False
return True
return all(self.prog_items[player][item] >= count for item, count in item_counts.items())
def has_any_count(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if at least one item name is in the state at least as many times as specified."""
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] >= count:
return True
return False
return any(self.prog_items[player][item] >= count for item, count in item_counts.items())
def count(self, item: str, player: int) -> int:
return self.prog_items[player][item]
@@ -943,20 +912,11 @@ class CollectionState():
def count_from_list(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state."""
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
total += player_prog_items[item_name]
return total
return sum(self.prog_items[player][item_name] for item_name in items)
def count_from_list_unique(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state. Ignores duplicates of the same item."""
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
if player_prog_items[item_name] > 0:
total += 1
return total
return sum(self.prog_items[player][item_name] > 0 for item_name in items)
# item name group related
def has_group(self, item_name_group: str, player: int, count: int = 1) -> bool:
@@ -1035,6 +995,9 @@ 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 +1016,10 @@ 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 +1079,6 @@ 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 +1173,6 @@ 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 +1283,9 @@ 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 +1389,6 @@ 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

@@ -31,7 +31,6 @@ import ssl
if typing.TYPE_CHECKING:
import kvui
import argparse
logger = logging.getLogger("Client")
@@ -196,11 +195,25 @@ 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 +253,7 @@ 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 +355,7 @@ 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 +412,7 @@ 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 """
@@ -445,13 +459,6 @@ class CommonContext:
await self.send_msgs([payload])
await self.send_msgs([{"cmd": "Get", "keys": ["_read_race_mode"]}])
async def check_locations(self, locations: typing.Collection[int]) -> set[int]:
"""Send new location checks to the server. Returns the set of actually new locations that were sent."""
locations = set(locations) & self.missing_locations
if locations:
await self.send_msgs([{"cmd": 'LocationChecks', "locations": tuple(locations)}])
return locations
async def console_input(self) -> str:
if self.ui:
self.ui.focus_textinput()
@@ -555,6 +562,7 @@ 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 +571,33 @@ 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 +607,7 @@ 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 +616,9 @@ 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)
@@ -682,16 +701,8 @@ class CommonContext:
logger.exception(msg, exc_info=exc_info, extra={'compact_gui': True})
self._messagebox_connection_loss = self.gui_error(msg, exc_info[1])
def make_gui(self) -> "type[kvui.GameManager]":
"""
To return the Kivy `App` class needed for `run_gui` so it can be overridden before being built
Common changes are changing `base_title` to update the window title of the client and
updating `logging_pairs` to automatically make new tabs that can be filled with their respective logger.
ex. `logging_pairs.append(("Foo", "Bar"))`
will add a "Bar" tab which follows the logger returned from `logging.getLogger("Foo")`
"""
def make_gui(self) -> typing.Type["kvui.GameManager"]:
"""To return the Kivy App class needed for run_gui so it can be overridden before being built"""
from kvui import GameManager
class TextManager(GameManager):
@@ -862,8 +873,9 @@ 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'])
@@ -879,7 +891,6 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
ctx.disconnected_intentionally = True
ctx.event_invalid_game()
elif 'IncompatibleVersion' in errors:
ctx.disconnected_intentionally = True
raise Exception('Server reported your client version as incompatible. '
'This probably means you have to update.')
elif 'InvalidItemsHandling' in errors:
@@ -1030,32 +1041,6 @@ def get_base_parser(description: typing.Optional[str] = None):
return parser
def handle_url_arg(args: "argparse.Namespace",
parser: "typing.Optional[argparse.ArgumentParser]" = None) -> "argparse.Namespace":
"""
Parse the url arg "archipelago://name:pass@host:port" from launcher into correct launch args for CommonClient
If alternate data is required the urlparse response is saved back to args.url if valid
"""
if not args.url:
return args
url = urllib.parse.urlparse(args.url)
if url.scheme != "archipelago":
if not parser:
parser = get_base_parser()
parser.error(f"bad url, found {args.url}, expected url in form of archipelago://archipelago.gg:38281")
return args
args.url = url
args.connect = url.netloc
if url.username:
args.name = urllib.parse.unquote(url.username)
if url.password:
args.password = urllib.parse.unquote(url.password)
return args
def run_as_textclient(*args):
class TextContext(CommonContext):
# Text Mode to use !hint and such with games that have no text entry
@@ -1068,7 +1053,7 @@ def run_as_textclient(*args):
if password_requested and not self.password:
await super(TextContext, self).server_auth(password_requested)
await self.get_username()
await self.send_connect(game="")
await self.send_connect()
def on_package(self, cmd: str, args: dict):
if cmd == "Connected":
@@ -1097,10 +1082,20 @@ def run_as_textclient(*args):
parser.add_argument("url", nargs="?", help="Archipelago connection url")
args = parser.parse_args(args)
args = handle_url_arg(args, parser=parser)
# handle if text client is launched using the "archipelago://name:pass@host:port" url from webhost
if args.url:
url = urllib.parse.urlparse(args.url)
if url.scheme == "archipelago":
args.connect = url.netloc
if url.username:
args.name = urllib.parse.unquote(url.username)
if url.password:
args.password = urllib.parse.unquote(url.password)
else:
parser.error(f"bad url, found {args.url}, expected url in form of archipelago://archipelago.gg:38281")
# use colorama to display colored text highlighting on windows
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main(args))
colorama.deinit()

View File

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

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()

406
Fill.py
View File

@@ -4,10 +4,10 @@ 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
from worlds.AutoWorld import call_all, FillerReason
from worlds.generic.Rules import add_item_rule
@@ -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
@@ -318,7 +316,7 @@ def remaining_fill(multiworld: MultiWorld,
for item in unplaced_items:
logging.debug(f"Moved {item} to start_inventory to prevent fill failure.")
multiworld.push_precollected(item)
last_batch.append(multiworld.worlds[item.player].create_filler())
last_batch.append(multiworld.worlds[item.player].create_filler(FillerReason.panic_fill))
remaining_fill(multiworld, locations, unplaced_items, name + " Start Inventory Retry")
else:
raise FillError(f"No more spots to place {len(unplaced_items)} items. Remaining locations are invalid.\n"
@@ -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)
@@ -504,37 +500,28 @@ 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,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority Retry", one_item_per_player=False)
name="Priority", one_item_per_player=False)
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
defaultlocations = prioritylocations + defaultlocations
if progitempool:
# "advancement/progression fill"
maximum_exploration_state = sweep_from_pool(multiworld.state)
if panic_method == "swap":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=True,
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=True,
name="Progression", single_player_placement=single_player)
elif panic_method == "raise":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
name="Progression", single_player_placement=single_player)
elif panic_method == "start_inventory":
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
allow_partial=True, name="Progression", single_player_placement=single_player)
if progitempool:
for item in progitempool:
logging.debug(f"Moved {item} to start_inventory to prevent fill failure.")
multiworld.push_precollected(item)
filleritempool.append(multiworld.worlds[item.player].create_filler())
filleritempool.append(multiworld.worlds[item.player].create_filler(FillerReason.panic_fill))
logging.warning(f"{len(progitempool)} items moved to start inventory,"
f" due to failure in Progression fill step.")
progitempool[:] = []
@@ -558,7 +545,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
inaccessible_location_rules(multiworld, multiworld.state, defaultlocations)
remaining_fill(multiworld, excludedlocations, filleritempool, "Remaining Excluded",
move_unplaceable_to_start_inventory=panic_method=="start_inventory")
move_unplaceable_to_start_inventory=panic_method == "start_inventory")
if excludedlocations:
raise FillError(
@@ -570,7 +557,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
restitempool = filleritempool + usefulitempool
remaining_fill(multiworld, defaultlocations, restitempool,
move_unplaceable_to_start_inventory=panic_method=="start_inventory")
move_unplaceable_to_start_inventory=panic_method == "start_inventory")
unplaced = restitempool
unfilled = defaultlocations
@@ -584,26 +571,6 @@ def distribute_items_restrictive(multiworld: MultiWorld,
print_data = {"items": items_counter, "locations": locations_counter}
logging.info(f"Per-Player counts: {print_data})")
more_locations = locations_counter - items_counter
more_items = items_counter - locations_counter
for player in multiworld.player_ids:
if more_locations[player]:
logging.error(
f"Player {multiworld.get_player_name(player)} had {more_locations[player]} more locations than items.")
elif more_items[player]:
logging.warning(
f"Player {multiworld.get_player_name(player)} had {more_items[player]} more items than locations.")
if unfilled:
raise FillError(
f"Unable to fill all locations.\n" +
f"Unfilled locations({len(unfilled)}): {unfilled}"
)
else:
logging.warning(
f"Unable to place all items.\n" +
f"Unplaced items({len(unplaced)}): {unplaced}"
)
def flood_items(multiworld: MultiWorld) -> None:
# get items to distribute
@@ -679,9 +646,9 @@ 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 +746,7 @@ 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 +762,8 @@ 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 +836,52 @@ 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 +891,172 @@ 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
@@ -42,9 +42,7 @@ def mystery_argparse():
help="Path to output folder. Absolute or relative to cwd.") # absolute or relative to cwd
parser.add_argument('--race', action='store_true', default=defaults.race)
parser.add_argument('--meta_file_path', default=defaults.meta_file_path)
parser.add_argument('--log_level', default=defaults.loglevel, help='Sets log level')
parser.add_argument('--log_time', help="Add timestamps to STDOUT",
default=defaults.logtime, action='store_true')
parser.add_argument('--log_level', default='info', help='Sets log level')
parser.add_argument("--csv_output", action="store_true",
help="Output rolled player options to csv (made for async multiworld).")
parser.add_argument("--plando", default=defaults.plando_options,
@@ -54,22 +52,12 @@ def mystery_argparse():
parser.add_argument("--skip_output", action="store_true",
help="Skips generation assertion and output stages and skips multidata and spoiler output. "
"Intended for debugging and testing purposes.")
parser.add_argument("--spoiler_only", action="store_true",
help="Skips generation assertion and multidata, outputting only a spoiler log. "
"Intended for debugging and testing purposes.")
args = parser.parse_args()
if args.skip_output and args.spoiler_only:
parser.error("Cannot mix --skip_output and --spoiler_only")
elif args.spoiler == 0 and args.spoiler_only:
parser.error("Cannot use --spoiler_only when --spoiler=0. Use --skip_output or set --spoiler to a different value")
if not os.path.isabs(args.weights_file_path):
args.weights_file_path = os.path.join(args.player_files_path, args.weights_file_path)
if not os.path.isabs(args.meta_file_path):
args.meta_file_path = os.path.join(args.player_files_path, args.meta_file_path)
args.plando: PlandoOptions = PlandoOptions.from_option_string(args.plando)
return args
@@ -77,7 +65,7 @@ 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.")
@@ -87,7 +75,7 @@ def main(args=None) -> tuple[argparse.Namespace, int]:
seed = get_seed(args.seed)
Utils.init_logging(f"Generate_{seed}", loglevel=args.log_level, add_timestamp=args.log_time)
Utils.init_logging(f"Generate_{seed}", loglevel=args.log_level)
random.seed(seed)
seed_name = get_seed_name(random)
@@ -95,7 +83,7 @@ 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 +106,6 @@ def main(args=None) -> tuple[argparse.Namespace, int]:
raise Exception("Cannot mix --sameoptions with --meta")
else:
meta_weights = None
player_id = 1
player_files = {}
for file in os.scandir(args.player_files_path):
@@ -176,11 +162,10 @@ 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 +197,7 @@ 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 +227,7 @@ 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 +237,7 @@ 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 +277,33 @@ 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 +348,7 @@ 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 +369,7 @@ 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 +402,7 @@ 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:
@@ -463,20 +433,12 @@ 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:
weights = roll_linked_options(weights)
valid_keys = {"triggers"}
valid_keys = set()
if "triggers" in weights:
weights = roll_triggers(weights, weights["triggers"], valid_keys)
@@ -535,18 +497,15 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
for option_key, option in world_type.options_dataclass.type_hints.items():
handle_option(ret, game_weights, option_key, option, plando_options)
valid_keys.add(option_key)
if ret.game == "A Link to the Past":
# TODO there are still more LTTP options not on the options system
valid_keys |= {"sprite_pool", "sprite", "random_sprite_on_event"}
roll_alttp_settings(ret, game_weights)
# log a warning for options within a game section that aren't determined as valid
for option_key in game_weights:
if option_key in valid_keys:
if option_key in {"triggers", *valid_keys}:
continue
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers "
f"for player {ret.name}.")
if PlandoOptions.items in plando_options:
ret.plando_items = copy.deepcopy(game_weights.get("plando_items", []))
if ret.game == "A Link to the Past":
roll_alttp_settings(ret, game_weights)
return ret

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 +26,12 @@ 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 +50,22 @@ 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
@@ -86,23 +100,19 @@ class LAClientConstants:
WRamCheckSize = 0x4
WRamSafetyValue = bytearray([0]*WRamCheckSize)
wRamStart = 0xC000
hRamStart = 0xFF80
hRamSize = 0x80
MinGameplayValue = 0x06
MaxGameplayValue = 0x1A
VictoryGameplayAndSub = 0x0102
class RAGameboy():
cache = []
cache_start = 0
cache_size = 0
last_cache_read = None
socket = None
def __init__(self, address, port) -> None:
self.cache_start = LAClientConstants.wRamStart
self.cache_size = LAClientConstants.hRamStart + LAClientConstants.hRamSize - LAClientConstants.wRamStart
self.address = address
self.port = port
self.socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
@@ -121,14 +131,9 @@ class RAGameboy():
async def get_retroarch_status(self):
return await self.send_command("GET_STATUS")
def set_checks_range(self, checks_start, checks_size):
self.checks_start = checks_start
self.checks_size = checks_size
def set_location_range(self, location_start, location_size, critical_addresses):
self.location_start = location_start
self.location_size = location_size
self.critical_location_addresses = critical_addresses
def set_cache_limits(self, cache_start, cache_size):
self.cache_start = cache_start
self.cache_size = cache_size
def send(self, b):
if type(b) is str:
@@ -183,57 +188,21 @@ class RAGameboy():
if not await self.check_safe_gameplay():
return
attempts = 0
while True:
# RA doesn't let us do an atomic read of a large enough block of RAM
# Some bytes can't change in between reading location_block and hram_block
location_block = await self.read_memory_block(self.location_start, self.location_size)
hram_block = await self.read_memory_block(LAClientConstants.hRamStart, LAClientConstants.hRamSize)
verification_block = await self.read_memory_block(self.location_start, self.location_size)
valid = True
for address in self.critical_location_addresses:
if location_block[address - self.location_start] != verification_block[address - self.location_start]:
valid = False
if valid:
break
attempts += 1
# Shouldn't really happen, but keep it from choking
if attempts > 5:
return
checks_block = await self.read_memory_block(self.checks_start, self.checks_size)
cache = []
remaining_size = self.cache_size
while remaining_size:
block = await self.async_read_memory(self.cache_start + len(cache), remaining_size)
remaining_size -= len(block)
cache += block
if not await self.check_safe_gameplay():
return
self.cache = bytearray(self.cache_size)
start = self.checks_start - self.cache_start
self.cache[start:start + len(checks_block)] = checks_block
start = self.location_start - self.cache_start
self.cache[start:start + len(location_block)] = location_block
start = LAClientConstants.hRamStart - self.cache_start
self.cache[start:start + len(hram_block)] = hram_block
self.cache = cache
self.last_cache_read = time.time()
async def read_memory_block(self, address: int, size: int):
block = bytearray()
remaining_size = size
while remaining_size:
chunk = await self.async_read_memory(address + len(block), remaining_size)
remaining_size -= len(chunk)
block += chunk
return block
async def read_memory_cache(self, addresses):
# TODO: can we just update once per frame?
if not self.last_cache_read or self.last_cache_read + 0.1 < time.time():
await self.update_cache()
if not self.cache:
@@ -390,12 +359,11 @@ class LinksAwakeningClient():
auth = binascii.hexlify(await self.gameboy.async_read_memory(0x0134, 12)).decode()
self.auth = auth
async def wait_and_init_tracker(self, magpie: MagpieBridge):
async def wait_and_init_tracker(self):
await self.wait_for_game_ready()
self.tracker = LocationTracker(self.gameboy)
self.item_tracker = ItemTracker(self.gameboy)
self.gps_tracker = GpsTracker(self.gameboy)
magpie.gps_tracker = self.gps_tracker
async def recved_item_from_ap(self, item_id, from_player, next_index):
# Don't allow getting an item until you've got your first check
@@ -437,11 +405,9 @@ class LinksAwakeningClient():
return (await self.gameboy.read_memory_cache([LAClientConstants.wGameplayType]))[LAClientConstants.wGameplayType] == 1
async def main_tick(self, item_get_cb, win_cb, deathlink_cb):
await self.gameboy.update_cache()
await self.tracker.readChecks(item_get_cb)
await self.item_tracker.readItems()
await self.gps_tracker.read_location()
await self.gps_tracker.read_entrances()
current_health = (await self.gameboy.read_memory_cache([LAClientConstants.wLinkHealth]))[LAClientConstants.wLinkHealth]
if self.deathlink_debounce and current_health != 0:
@@ -491,7 +457,7 @@ class LinksAwakeningContext(CommonContext):
la_task = None
client = None
# TODO: does this need to re-read on reset?
found_checks = set()
found_checks = []
last_resend = time.time()
magpie_enabled = False
@@ -499,10 +465,6 @@ class LinksAwakeningContext(CommonContext):
magpie_task = None
won = False
@property
def slot_storage_key(self):
return f"{self.slot_info[self.slot].name}_{storage_key}"
def __init__(self, server_address: typing.Optional[str], password: typing.Optional[str], magpie: typing.Optional[bool]) -> None:
self.client = LinksAwakeningClient()
self.slot_data = {}
@@ -514,9 +476,9 @@ 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 = [
@@ -529,27 +491,23 @@ 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 = [{
"cmd": "Set",
"key": self.slot_storage_key,
"default": {},
"want_reply": False,
"operations": [{"operation": "update", "value": entrances}],
}]
async def send_checks(self):
message = [{"cmd": 'LocationChecks', "locations": self.found_checks}]
await self.send_msgs(message)
had_invalid_slot_data = None
@@ -579,19 +537,13 @@ class LinksAwakeningContext(CommonContext):
await self.send_msgs(message)
self.won = True
async def request_found_entrances(self):
await self.send_msgs([{"cmd": "Get", "keys": [self.slot_storage_key]}])
# Ask for updates so that players can co-op entrances in a seed
await self.send_msgs([{"cmd": "SetNotify", "keys": [self.slot_storage_key]}])
async def on_deathlink(self, data: typing.Dict[str, typing.Any]) -> None:
if self.ENABLE_DEATHLINK:
self.client.pending_deathlink = True
def new_checks(self, item_ids, ladxr_ids):
self.found_checks.update(item_ids)
create_task_log_exception(self.check_locations(self.found_checks))
self.found_checks += item_ids
create_task_log_exception(self.send_checks())
if self.magpie_enabled:
create_task_log_exception(self.magpie.send_new_checks(ladxr_ids))
@@ -608,10 +560,6 @@ class LinksAwakeningContext(CommonContext):
while self.client.auth == None:
await asyncio.sleep(0.1)
# Just return if we're closing
if self.exit_event.is_set():
return
self.auth = self.client.auth
await self.send_connect()
@@ -619,40 +567,16 @@ 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])
if cmd == "SetReply" and self.magpie_enabled and args["key"] == self.slot_storage_key:
self.client.gps_tracker.receive_found_entrances(args["value"])
async def sync(self):
sync_msg = [{'cmd': 'Sync'}]
await self.send_msgs(sync_msg)
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):
@@ -661,8 +585,6 @@ 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)
async def victory():
await self.send_victory()
@@ -696,38 +618,21 @@ class LinksAwakeningContext(CommonContext):
if not self.client.recvd_checks:
await self.sync()
await self.client.wait_and_init_tracker(self.magpie)
await self.client.wait_and_init_tracker()
min_tick_duration = 0.1
last_tick = time.time()
while True:
await self.client.main_tick(on_item_get, victory, deathlink)
await asyncio.sleep(0.1)
now = time.time()
tick_duration = now - last_tick
sleep_duration = max(min_tick_duration - tick_duration, 0)
await asyncio.sleep(sleep_duration)
last_tick = now
if self.last_resend + 5.0 < now:
self.last_resend = now
await self.check_locations(self.found_checks)
await self.send_checks()
if self.magpie_enabled:
try:
self.magpie.set_checks(self.client.tracker.all_checks)
await self.magpie.set_item_tracker(self.client.item_tracker)
if self.slot_data and "slot_data" in self.magpie.features and not self.magpie.has_sent_slot_data:
self.magpie.slot_data = self.slot_data
await self.magpie.send_slot_data()
if self.client.gps_tracker.needs_found_entrances:
await self.request_found_entrances()
self.client.gps_tracker.needs_found_entrances = False
new_entrances = await self.magpie.send_gps(self.client.gps_tracker)
if new_entrances:
await self.send_new_entrances(new_entrances)
await self.magpie.send_gps(self.client.gps_tracker)
self.magpie.slot_data = self.slot_data
except Exception:
# Don't let magpie errors take out the client
pass
@@ -738,8 +643,8 @@ class LinksAwakeningContext(CommonContext):
await asyncio.sleep(1.0)
def run_game(romfile: str) -> None:
auto_start = LinksAwakeningWorld.settings.rom_start
auto_start = typing.cast(typing.Union[bool, str],
Utils.get_options()["ladx_options"].get("rom_start", True))
if auto_start is True:
import webbrowser
webbrowser.open(romfile)
@@ -796,6 +701,6 @@ async def main():
await ctx.shutdown()
if __name__ == '__main__':
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

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

View File

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

73
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")
@@ -130,16 +148,13 @@ def main(args, seed=None, baked_server_options: dict[str, object] | None = None)
else:
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 +163,7 @@ 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:
@@ -166,7 +181,8 @@ def main(args, seed=None, baked_server_options: dict[str, object] | None = None)
logger.warning(f"{player_name} tried to remove items from their pool that don't exist: {unfound_items}")
needed_items = target_per_player[player] - sum(unfound_items.values())
new_itempool += [multiworld.worlds[player].create_filler() for _ in range(needed_items)]
new_itempool += [multiworld.worlds[player].create_filler(AutoWorld.FillerReason.start_inventory_from_pool)
for _ in range(needed_items)]
assert len(multiworld.itempool) == len(new_itempool), "Item Pool amounts should not change."
multiworld.itempool[:] = new_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

@@ -28,11 +28,9 @@ ModuleUpdate.update()
if typing.TYPE_CHECKING:
import ssl
from NetUtils import ServerConnection
import colorama
import websockets
from websockets.extensions.permessage_deflate import PerMessageDeflate
import colorama
try:
# ponyorm is a requirement for webhost, not default server, so may not be importable
from pony.orm.dbapiprovider import OperationalError
@@ -46,9 +44,8 @@ from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, Networ
SlotType, LocationStore, Hint, HintStatus
from BaseClasses import ItemClassification
min_client_version = Version(0, 5, 0)
colorama.just_fix_windows_console()
min_client_version = Version(0, 1, 6)
colorama.init()
def remove_from_list(container, value):
@@ -67,13 +64,9 @@ 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 +107,7 @@ modify_functions = {
# lists/dicts:
"remove": remove_from_list,
"pop": pop_from_container,
"update": update_container_unique,
"update": update_dict,
}
@@ -126,14 +119,13 @@ def get_saving_second(seed_name: str, interval: int = 60) -> int:
class Client(Endpoint):
version = Version(0, 0, 0)
tags: typing.List[str]
tags: typing.List[str] = []
remote_items: bool
remote_start_inventory: bool
no_items: bool
no_locations: bool
no_text: bool
def __init__(self, socket: "ServerConnection", ctx: Context) -> None:
def __init__(self, socket: websockets.WebSocketServerProtocol, ctx: Context):
super().__init__(socket)
self.auth = False
self.team = None
@@ -183,7 +175,6 @@ class Context:
"compatibility": int}
# team -> slot id -> list of clients authenticated to slot.
clients: typing.Dict[int, typing.Dict[int, typing.List[Client]]]
endpoints: list[Client]
locations: LocationStore # typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int]]]
location_checks: typing.Dict[typing.Tuple[int, int], typing.Set[int]]
hints_used: typing.Dict[typing.Tuple[int, int], int]
@@ -373,28 +364,18 @@ class Context:
return True
def broadcast_all(self, msgs: typing.List[dict]):
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs)
data = self.dumper(msgs)
endpoints = (
endpoint
for endpoint in self.endpoints
if endpoint.auth and not (msg_is_text and endpoint.no_text)
)
async_start(self.broadcast_send_encoded_msgs(endpoints, data))
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in self.endpoints if endpoint.auth)
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast_text_all(self, text: str, additional_arguments: dict = {}):
self.logger.info("Notice (all): %s" % text)
self.broadcast_all([{**{"cmd": "PrintJSON", "data": [{ "text": text }]}, **additional_arguments}])
def broadcast_team(self, team: int, msgs: typing.List[dict]):
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs)
data = self.dumper(msgs)
endpoints = (
endpoint
for endpoint in itertools.chain.from_iterable(self.clients[team].values())
if not (msg_is_text and endpoint.no_text)
)
async_start(self.broadcast_send_encoded_msgs(endpoints, data))
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in itertools.chain.from_iterable(self.clients[team].values()))
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast(self, endpoints: typing.Iterable[Client], msgs: typing.List[dict]):
msgs = self.dumper(msgs)
@@ -408,13 +389,13 @@ class Context:
await on_client_disconnected(self, endpoint)
def notify_client(self, client: Client, text: str, additional_arguments: dict = {}):
if not client.auth or client.no_text:
if not client.auth:
return
self.logger.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text))
async_start(self.send_msgs(client, [{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}]))
def notify_client_multiple(self, client: Client, texts: typing.List[str], additional_arguments: dict = {}):
if not client.auth or client.no_text:
if not client.auth:
return
async_start(self.send_msgs(client,
[{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}
@@ -463,7 +444,7 @@ class Context:
self.slot_info = decoded_obj["slot_info"]
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}
self.groups = {slot: set(slot_info.group_members) for slot, slot_info in self.slot_info.items()
self.groups = {slot: slot_info.group_members for slot, slot_info in self.slot_info.items()
if slot_info.type == SlotType.group}
self.clients = {0: {}}
@@ -762,24 +743,23 @@ class Context:
concerns[player].append(data)
if not hint.local and data not in concerns[hint.finding_player]:
concerns[hint.finding_player].append(data)
# remember hints in all cases
# only remember hints that were not already found at the time of creation
if not hint.found:
# since hints are bidirectional, finding player and receiving player,
# we can check once if hint already exists
if hint not in self.hints[team, hint.finding_player]:
self.hints[team, hint.finding_player].add(hint)
new_hint_events.add(hint.finding_player)
for player in self.slot_set(hint.receiving_player):
self.hints[team, player].add(hint)
new_hint_events.add(player)
# since hints are bidirectional, finding player and receiving player,
# we can check once if hint already exists
if hint not in self.hints[team, hint.finding_player]:
self.hints[team, hint.finding_player].add(hint)
new_hint_events.add(hint.finding_player)
for player in self.slot_set(hint.receiving_player):
self.hints[team, player].add(hint)
new_hint_events.add(player)
self.logger.info("Notice (Team #%d): %s" % (team + 1, format_hint(self, team, hint)))
for slot in new_hint_events:
self.on_new_hint(team, slot)
for slot, hint_data in concerns.items():
if recipients is None or slot in recipients:
clients = filter(lambda c: not c.no_text, self.clients[team].get(slot, []))
clients = self.clients[team].get(slot)
if not clients:
continue
client_hints = [datum[1] for datum in sorted(hint_data, key=lambda x: x[0].finding_player != slot)]
@@ -788,7 +768,7 @@ class Context:
def get_hint(self, team: int, finding_player: int, seeked_location: int) -> typing.Optional[Hint]:
for hint in self.hints[team, finding_player]:
if hint.location == seeked_location and hint.finding_player == finding_player:
if hint.location == seeked_location:
return hint
return None
@@ -838,7 +818,7 @@ def update_aliases(ctx: Context, team: int):
async_start(ctx.send_encoded_msgs(client, cmd))
async def server(websocket: "ServerConnection", path: str = "/", ctx: Context = None) -> None:
async def server(websocket, path: str = "/", ctx: Context = None):
client = Client(websocket, ctx)
ctx.endpoints.append(client)
@@ -929,10 +909,6 @@ async def on_client_joined(ctx: Context, client: Client):
"If your client supports it, "
"you may have additional local commands you can list with /help.",
{"type": "Tutorial"})
if not any(isinstance(extension, PerMessageDeflate) for extension in client.socket.extensions):
ctx.notify_client(client, "Warning: your client does not support compressed websocket connections! "
"It may stop working in the future. If you are a player, please report this to the "
"client's developer.")
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
@@ -1083,37 +1059,21 @@ def send_items_to(ctx: Context, team: int, target_slot: int, *items: NetworkItem
def register_location_checks(ctx: Context, team: int, slot: int, locations: typing.Iterable[int],
count_activity: bool = True):
slot_locations = ctx.locations[slot]
new_locations = set(locations) - ctx.location_checks[team, slot]
new_locations.intersection_update(slot_locations) # ignore location IDs unknown to this multidata
new_locations.intersection_update(ctx.locations[slot]) # ignore location IDs unknown to this multidata
if new_locations:
if count_activity:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
sortable: list[tuple[int, int, int, int]] = []
for location in new_locations:
# extract all fields to avoid runtime overhead in LocationStore
item_id, target_player, flags = slot_locations[location]
# sort/group by receiver and item
sortable.append((target_player, item_id, location, flags))
info_texts: list[dict[str, typing.Any]] = []
for target_player, item_id, location, flags in sorted(sortable):
item_id, target_player, flags = ctx.locations[slot][location]
new_item = NetworkItem(item_id, location, slot, flags)
send_items_to(ctx, team, target_player, new_item)
ctx.logger.info('(Team #%d) %s sent %s to %s (%s)' % (
team + 1, ctx.player_names[(team, slot)], ctx.item_names[ctx.slot_info[target_player].game][item_id],
ctx.player_names[(team, target_player)], ctx.location_names[ctx.slot_info[slot].game][location]))
if len(info_texts) >= 140:
# split into chunks that are close to compression window of 64K but not too big on the wire
# (roughly 1300-2600 bytes after compression depending on repetitiveness)
ctx.broadcast_team(team, info_texts)
info_texts.clear()
info_texts.append(json_format_send_event(new_item, target_player))
ctx.broadcast_team(team, info_texts)
del info_texts
del sortable
info_text = json_format_send_event(new_item, target_player)
ctx.broadcast_team(team, [info_text])
ctx.location_checks[team, slot] |= new_locations
send_new_items(ctx)
@@ -1140,7 +1100,7 @@ def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, st
seeked_item_id = item if isinstance(item, int) else ctx.item_names_for_game(ctx.games[slot])[item]
for finding_player, location_id, item_id, receiving_player, item_flags \
in ctx.locations.find_item(slots, seeked_item_id):
prev_hint = ctx.get_hint(team, finding_player, location_id)
prev_hint = ctx.get_hint(team, slot, location_id)
if prev_hint:
hints.append(prev_hint)
else:
@@ -1826,9 +1786,7 @@ 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())
# set NoText for old PopTracker clients that predate the tag to save traffic
client.no_text = "NoText" in client.tags or ("PopTracker" in client.tags and client.version < (0, 5, 1))
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
connected_packet = {
"cmd": "Connected",
"team": client.team, "slot": client.slot,
@@ -1900,10 +1858,7 @@ 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_text = "NoText" in client.tags or (
"PopTracker" in client.tags and client.version < (0, 5, 1)
)
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
ctx.broadcast_text_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has changed tags "
f"from {old_tags} to {client.tags}.",
@@ -1932,8 +1887,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
for location in args["locations"]:
if type(location) is not int:
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'Locations has to be a list of integers',
[{'cmd': 'InvalidPacket', "type": "arguments", "text": 'LocationScouts',
"original_cmd": cmd}])
return
@@ -1983,21 +1937,14 @@ 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():
@@ -2043,13 +1990,12 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
args["cmd"] = "SetReply"
value = ctx.stored_data.get(args["key"], args.get("default", 0))
args["original_value"] = copy.copy(value)
args["slot"] = client.slot
for operation in args["operations"]:
func = modify_functions[operation["operation"]]
value = func(value, operation["value"])
ctx.stored_data[args["key"]] = args["value"] = value
targets = set(ctx.stored_data_notification_clients[args["key"]])
if args.get("want_reply", False):
if args.get("want_reply", True):
targets.add(client)
if targets:
ctx.broadcast(targets, [args])
@@ -2368,6 +2314,7 @@ 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 +2348,6 @@ 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 +2370,8 @@ 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

@@ -5,18 +5,17 @@ import enum
import warnings
from json import JSONEncoder, JSONDecoder
if typing.TYPE_CHECKING:
from websockets import WebSocketServerProtocol as ServerConnection
import websockets
from Utils import ByValue, Version
class HintStatus(ByValue, enum.IntEnum):
HINT_UNSPECIFIED = 0
HINT_FOUND = 0
HINT_UNSPECIFIED = 1
HINT_NO_PRIORITY = 10
HINT_AVOID = 20
HINT_PRIORITY = 30
HINT_FOUND = 40
class JSONMessagePart(typing.TypedDict, total=False):
@@ -152,7 +151,7 @@ decode = JSONDecoder(object_hook=_object_hook).decode
class Endpoint:
socket: "ServerConnection"
socket: websockets.WebSocketServerProtocol
def __init__(self, socket):
self.socket = socket

View File

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

View File

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

View File

@@ -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
@@ -144,7 +137,7 @@ class Option(typing.Generic[T], metaclass=AssembleOptions):
If this is False, the docstring is instead interpreted as plain text, and
displayed as-is on the WebHost with whitespace preserved.
If this is None, it inherits the value of `WebWorld.rich_text_options_doc`. For
If this is None, it inherits the value of `World.rich_text_options_doc`. For
backwards compatibility, this defaults to False, but worlds are encouraged to
set it to True and use reStructuredText for their Option documentation.
@@ -696,9 +689,9 @@ class Range(NumericOption):
@classmethod
def weighted_range(cls, text) -> Range:
if text == "random-low":
return cls(cls.triangular(cls.range_start, cls.range_end, 0.0))
return cls(cls.triangular(cls.range_start, cls.range_end, cls.range_start))
elif text == "random-high":
return cls(cls.triangular(cls.range_start, cls.range_end, 1.0))
return cls(cls.triangular(cls.range_start, cls.range_end, cls.range_end))
elif text == "random-middle":
return cls(cls.triangular(cls.range_start, cls.range_end))
elif text.startswith("random-range-"):
@@ -724,11 +717,11 @@ class Range(NumericOption):
f"{random_range[0]}-{random_range[1]} is outside allowed range "
f"{cls.range_start}-{cls.range_end} for option {cls.__name__}")
if text.startswith("random-range-low"):
return cls(cls.triangular(random_range[0], random_range[1], 0.0))
return cls(cls.triangular(random_range[0], random_range[1], random_range[0]))
elif text.startswith("random-range-middle"):
return cls(cls.triangular(random_range[0], random_range[1]))
elif text.startswith("random-range-high"):
return cls(cls.triangular(random_range[0], random_range[1], 1.0))
return cls(cls.triangular(random_range[0], random_range[1], random_range[1]))
else:
return cls(random.randint(random_range[0], random_range[1]))
@@ -746,16 +739,8 @@ class Range(NumericOption):
return str(self.value)
@staticmethod
def triangular(lower: int, end: int, tri: float = 0.5) -> int:
"""
Integer triangular distribution for `lower` inclusive to `end` inclusive.
Expects `lower <= end` and `0.0 <= tri <= 1.0`. The result of other inputs is undefined.
"""
# Use the continuous range [lower, end + 1) to produce an integer result in [lower, end].
# random.triangular is actually [a, b] and not [a, b), so there is a very small chance of getting exactly b even
# when a != b, so ensure the result is never more than `end`.
return min(end, math.floor(random.triangular(0.0, 1.0, tri) * (end - lower + 1) + lower))
def triangular(lower: int, end: int, tri: typing.Optional[int] = None) -> int:
return int(round(random.triangular(lower, end, tri), 0))
class NamedRange(Range):
@@ -873,49 +858,15 @@ 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 +976,7 @@ 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 +1002,7 @@ 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 +1126,7 @@ 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 +1144,7 @@ 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 +1249,42 @@ 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 +1305,6 @@ class StartInventory(ItemDict):
verify_item_name = True
display_name = "Start Inventory"
rich_text_doc = True
max = 10000
class StartInventoryPool(StartInventory):
@@ -1475,131 +1420,6 @@ 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 +1442,6 @@ class PerGameCommonOptions(CommonOptions):
exclude_locations: ExcludeLocations
priority_locations: PriorityLocations
item_links: ItemLinks
plando_items: PlandoItems
@dataclass
@@ -1752,11 +1571,10 @@ def dump_player_options(multiworld: MultiWorld) -> None:
player_output = {
"Game": multiworld.game[player],
"Name": multiworld.get_player_name(player),
"ID": player,
}
output.append(player_output)
for option_key, option in world.options_dataclass.type_hints.items():
if option.visibility == Visibility.none:
if issubclass(Removed, option):
continue
display_name = getattr(option, "display_name", option_key)
player_output[display_name] = getattr(world.options, option_key).current_option_name
@@ -1765,7 +1583,7 @@ def dump_player_options(multiworld: MultiWorld) -> None:
game_option_names.append(display_name)
with open(output_path(f"generate_{multiworld.seed_name}.csv"), mode="w", newline="") as file:
fields = ["ID", "Game", "Name", *all_option_names]
fields = ["Game", "Name", *all_option_names]
writer = DictWriter(file, fields)
writer.writeheader()
writer.writerows(output)

View File

@@ -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
@@ -78,8 +80,6 @@ Currently, the following games are supported:
* Saving Princess
* Castlevania: Circle of the Moon
* Inscryption
* Civilization VI
* The Legend of Zelda: The Wind Waker
For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled

View File

@@ -735,6 +735,6 @@ async def main() -> None:
if __name__ == '__main__':
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

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

View File

@@ -47,7 +47,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self)
__version__ = "0.6.2"
__version__ = "0.6.0"
version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux")
@@ -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
@@ -157,15 +152,8 @@ def home_path(*path: str) -> str:
if hasattr(home_path, 'cached_path'):
pass
elif sys.platform.startswith('linux'):
xdg_data_home = os.getenv('XDG_DATA_HOME', os.path.expanduser('~/.local/share'))
home_path.cached_path = xdg_data_home + '/Archipelago'
if not os.path.isdir(home_path.cached_path):
legacy_home_path = os.path.expanduser('~/Archipelago')
if os.path.isdir(legacy_home_path):
os.renames(legacy_home_path, home_path.cached_path)
os.symlink(home_path.cached_path, legacy_home_path)
else:
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
home_path.cached_path = os.path.expanduser('~/Archipelago')
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
else:
# not implemented
home_path.cached_path = local_path() # this will generate the same exceptions we got previously
@@ -432,9 +420,6 @@ 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"}:
@@ -451,8 +436,7 @@ class RestrictedUnpickler(pickle.Unpickler):
else:
mod = importlib.import_module(module)
obj = getattr(mod, name)
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection,
self.options_module.PlandoText)):
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection)):
return obj
# Forbid everything else.
raise pickle.UnpicklingError(f"global '{module}.{name}' is forbidden")
@@ -530,8 +514,8 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
def filter(self, record: logging.LogRecord) -> bool:
return self.condition(record)
file_handler.addFilter(Filter("NoStream", lambda record: not getattr(record, "NoFile", False)))
file_handler.addFilter(Filter("NoCarriageReturn", lambda record: '\r' not in record.getMessage()))
file_handler.addFilter(Filter("NoStream", lambda record: not getattr(record, "NoFile", False)))
file_handler.addFilter(Filter("NoCarriageReturn", lambda record: '\r' not in record.msg))
root_logger.addHandler(file_handler)
if sys.stdout:
formatter = logging.Formatter(fmt='[%(asctime)s] %(message)s', datefmt='%Y-%m-%d %H:%M:%S')
@@ -638,8 +622,6 @@ 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 +642,8 @@ 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)"
@@ -953,7 +933,7 @@ def freeze_support() -> None:
def visualize_regions(root_region: Region, file_name: str, *,
show_entrance_names: bool = False, show_locations: bool = True, show_other_regions: bool = True,
linetype_ortho: bool = True, regions_to_highlight: set[Region] | None = None) -> None:
linetype_ortho: bool = True) -> None:
"""Visualize the layout of a world as a PlantUML diagram.
:param root_region: The region from which to start the diagram from. (Usually the "Menu" region of your world.)
@@ -969,22 +949,16 @@ def visualize_regions(root_region: Region, file_name: str, *,
Items without ID will be shown in italics.
:param show_other_regions: (default True) If enabled, regions that can't be reached by traversing exits are shown.
:param linetype_ortho: (default True) If enabled, orthogonal straight line parts will be used; otherwise polylines.
:param regions_to_highlight: Regions that will be highlighted in green if they are reachable.
Example usage in World code:
from Utils import visualize_regions
state = self.multiworld.get_all_state(False)
state.update_reachable_regions(self.player)
visualize_regions(self.get_region("Menu"), "my_world.puml", show_entrance_names=True,
regions_to_highlight=state.reachable_regions[self.player])
visualize_regions(self.multiworld.get_region("Menu", self.player), "my_world.puml")
Example usage in Main code:
from Utils import visualize_regions
for player in multiworld.player_ids:
visualize_regions(multiworld.get_region("Menu", player), f"{multiworld.get_out_file_name_base(player)}.puml")
"""
if regions_to_highlight is None:
regions_to_highlight = set()
assert root_region.multiworld, "The multiworld attribute of root_region has to be filled"
from BaseClasses import Entrance, Item, Location, LocationProgressType, MultiWorld, Region
from collections import deque
@@ -1037,7 +1011,7 @@ def visualize_regions(root_region: Region, file_name: str, *,
uml.append(f"\"{fmt(region)}\" : {{field}} {lock}{fmt(location)}")
def visualize_region(region: Region) -> None:
uml.append(f"class \"{fmt(region)}\" {'#00FF00' if region in regions_to_highlight else ''}")
uml.append(f"class \"{fmt(region)}\"")
if show_locations:
visualize_locations(region)
visualize_exits(region)

View File

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

View File

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

View File

@@ -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)
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

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

View File

@@ -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

@@ -1,12 +1,11 @@
flask>=3.1.0
werkzeug>=3.1.3
flask>=3.0.3
werkzeug>=3.0.6
pony>=0.7.19
waitress>=3.0.2
waitress>=3.0.0
Flask-Caching>=2.3.0
Flask-Compress>=1.17
Flask-Limiter>=3.12
bokeh>=3.6.3
markupsafe>=3.0.2
Flask-Compress>=1.15
Flask-Limiter>=3.8.0
bokeh>=3.5.2
markupsafe>=2.1.5
Markdown>=3.7
mdx-breakless-lists>=1.0.1
setproctitle>=1.3.5

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,5 +1,4 @@
{% extends 'pageWrapper.html' %}
{% set show_footer = True %}
{% block head %}
<title>Upload Multidata</title>
@@ -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 }}" />
@@ -222,7 +213,7 @@
{% endmacro %}
{% macro RandomizeButton(option_name, option) %}
<div class="randomize-button" data-tooltip="Pick a random value for this option.">
<div class="randomize-button" data-tooltip="Toggle randomization for this option!">
<label for="random-{{ option_name }}">
<input type="checkbox" id="random-{{ option_name }}" name="random-{{ option_name }}" class="randomize-checkbox" data-option-name="{{ option_name }}" {{ "checked" if option.default == "random" }} />
🎲

View File

@@ -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

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

View File

@@ -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) }}
@@ -102,7 +100,7 @@
{% else %}
<div class="unsupported-option">
This option cannot be modified here. Please edit your .yaml file manually.
This option is not supported. Please edit your .yaml file manually.
</div>
{% endif %}

View File

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

View File

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

View File

@@ -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 +147,3 @@
rectangle: self.x-2, self.y-2, self.width+4, self.height+4
<ServerToolTip>:
pos_hint: {'center_y': 0.5, 'center_x': 0.5}
<AutocompleteHintInput>:
size_hint_y: None
height: "30dp"
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

View File

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

View File

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

Binary file not shown.

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View File

@@ -45,9 +45,6 @@
# ChecksFinder
/worlds/checksfinder/ @SunCatMC
# Civilization VI
/worlds/civ6/ @hesto2
# Clique
/worlds/clique/ @ThePhar
@@ -102,9 +99,6 @@
# Lingo
/worlds/lingo/ @hatkirby
# Links Awakening DX
/worlds/ladx/ @threeandthreee
# Lufia II Ancient Cave
/worlds/lufia2ac/ @el-u
/worlds/lufia2ac/docs/ @wordfcuk @el-u
@@ -184,6 +178,9 @@
# Secret of Evermore
/worlds/soe/ @black-sliver
# Slay the Spire
/worlds/spire/ @KonoTyran
# Stardew Valley
/worlds/stardew_valley/ @agilbert1412
@@ -211,9 +208,6 @@
# Wargroove
/worlds/wargroove/ @FlySniper
# The Wind Waker
/worlds/tww/ @tanjo3
# The Witness
/worlds/witness/ @NewSoupVi @blastron
@@ -229,6 +223,10 @@
# 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
@@ -238,6 +236,9 @@
# Final Fantasy (1)
# /worlds/ff1/
# Links Awakening DX
# /worlds/ladx/
# Ocarina of Time
# /worlds/oot/

View File

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

View File

@@ -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

@@ -370,13 +370,19 @@ target_group_lookup = bake_target_group_lookup(world, get_target_groups)
#### When to call `randomize_entrances`
The correct step for this is `World.connect_entrances`.
The short answer is that you will almost always want to do ER in `pre_fill`. For more information why, continue reading.
Currently, you could theoretically do it as early as `World.create_regions` or as late as `pre_fill`.
However, there are upcoming changes to Item Plando and Generic Entrance Randomizer to make the two features work better
together.
These changes necessitate that entrance randomization is done exactly in `World.connect_entrances`.
It is fine for your Entrances to be connected differently or not at all before this step.
ER begins by collecting the entire item pool and then uses your access rules to try and prevent some kinds of failures.
This means 2 things about when you can call ER:
1. You must supply your item pool before calling ER, or call ER before setting any rules which require items.
2. If you have rules dependent on anything other than items (e.g. `Entrance`s or events), you must set your rules
and create your events before you call ER if you want to guarantee a correct output.
If the conditions above are met, you could theoretically do ER as early as `create_regions`. However, plando is also
a consideration. Since item plando happens between `set_rules` and `pre_fill` and modifies the item pool, doing ER
in `pre_fill` is the only way to account for placements made by item plando, otherwise you risk impossible seeds or
generation failures. Obviously, if your world implements entrance plando, you will likely want to do that before ER as
well.
#### Informing your client about randomized entrances

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

@@ -47,9 +47,6 @@ Packets are simple JSON lists in which any number of ordered network commands ca
An object can contain the "class" key, which will tell the content data type, such as "Version" in the following example.
Websocket connections should support per-message compression. Uncompressed connections are deprecated and may stop
working in the future.
Example:
```javascript
[{"cmd": "RoomInfo", "version": {"major": 0, "minor": 1, "build": 3, "class": "Version"}, "tags": ["WebHost"], ... }]
@@ -264,7 +261,6 @@ Sent to clients in response to a [Set](#Set) package if want_reply was set to tr
| key | str | The key that was updated. |
| value | any | The new value for the key. |
| original_value | any | The value the key had before it was updated. Not present on "_read" prefixed special keys. |
| slot | int | The slot that originally sent the Set package causing this change. |
Additional arguments added to the [Set](#Set) package that triggered this [SetReply](#SetReply) will also be passed along.
@@ -363,11 +359,11 @@ An enumeration containing the possible hint states.
```python
import enum
class HintStatus(enum.IntEnum):
HINT_UNSPECIFIED = 0 # The receiving player has not specified any status
HINT_FOUND = 0 # The location has been collected. Status cannot be changed once found.
HINT_UNSPECIFIED = 1 # The receiving player has not specified any status
HINT_NO_PRIORITY = 10 # The receiving player has specified that the item is unneeded
HINT_AVOID = 20 # The receiving player has specified that the item is detrimental
HINT_PRIORITY = 30 # The receiving player has specified that the item is needed
HINT_FOUND = 40 # The location has been collected. Status cannot be changed once found.
```
- Hints for items with `ItemClassification.trap` default to `HINT_AVOID`.
- Hints created with `LocationScouts`, `!hint_location`, or similar (hinting a location) default to `HINT_UNSPECIFIED`.
@@ -470,7 +466,7 @@ The following operations can be applied to a datastorage key
| right_shift | Applies a bitwise right-shift to the current value of the key by `value`. |
| remove | List only: removes the first instance of `value` found in the list. |
| pop | List or Dict: for lists it will remove the index of the `value` given. for dicts it removes the element with the specified key of `value`. |
| update | List or Dict: Adds the elements of `value` to the container if they weren't already present. In the case of a Dict, already present keys will have their corresponding values updated. |
| update | Dict only: Updates the dictionary with the specified elements given in `value` creating new keys, or updating old ones if they previously existed. |
### SetNotify
Used to register your current session for receiving all [SetReply](#SetReply) packages of certain keys to allow your client to keep track of changes.
@@ -533,9 +529,9 @@ In JSON this may look like:
{"item": 3, "location": 3, "player": 3, "flags": 0}
]
```
`item` is the item id of the item. Item ids are only supported in the range of [-2<sup>53</sup> + 1, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`item` is the item id of the item. Item ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`location` is the location id of the item inside the world. Location ids are only supported in the range of [-2<sup>53</sup> + 1, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`location` is the location id of the item inside the world. Location ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`player` is the player slot of the world the item is located in, except when inside an [LocationInfo](#LocationInfo) Packet then it will be the slot of the player to receive the item
@@ -748,7 +744,6 @@ Tags are represented as a list of strings, the common client tags follow:
| HintGame | Indicates the client is a hint game, made to send hints instead of locations. Special join/leave message,¹ `game` is optional.² |
| Tracker | Indicates the client is a tracker, made to track instead of sending locations. Special join/leave message,¹ `game` is optional.² |
| TextOnly | Indicates the client is a basic client, made to chat instead of sending locations. Special join/leave message,¹ `game` is optional.² |
| NoText | Indicates the client does not want to receive text messages, improving performance if not needed. |
¹: When connecting or disconnecting, the chat message shows e.g. "tracking".\
²: Allows `game` to be empty or null in [Connect](#connect). Game and version validation will then be skipped.
@@ -756,8 +751,8 @@ Tags are represented as a list of strings, the common client tags follow:
### DeathLink
A special kind of Bounce packet that can be supported by any AP game. It targets the tag "DeathLink" and carries the following data:
| Name | Type | Notes |
|--------|-------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| time | float | Unix Time Stamp of time of death. |
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, if the string is non-empty, it should contain the player name, ex. "Berserker was run over by a train." |
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |
| Name | Type | Notes |
|--------|-------|--------------------------------------------------------------------------------------------------------------------------------------------------------|
| time | float | Unix Time Stamp of time of death. |
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, this should contain the player name, ex. "Berserker was run over by a train." |
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |

View File

@@ -95,7 +95,7 @@ user hovers over the yellow "(?)" icon, and included in the YAML templates gener
The WebHost can display Option documentation either as plain text with all whitespace preserved (other than the base
indentation), or as HTML generated from the standard Python [reStructuredText] format. Although plain text is the
default for backwards compatibility, world authors are encouraged to write their Option documentation as
reStructuredText and enable rich text rendering by setting `WebWorld.rich_text_options_doc = True`.
reStructuredText and enable rich text rendering by setting `World.rich_text_options_doc = True`.
[reStructuredText]: https://docutils.sourceforge.io/rst.html
@@ -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):
@@ -78,58 +73,22 @@ When tests are run, this class will create a multiworld with a single player hav
generic tests, as well as the new custom test. Each test method definition will create its own separate solo multiworld
that will be cleaned up after. If you don't want to run the generic tests on a base, `run_default_tests` can be
overridden. For more information on what methods are available to your class, check the
[WorldTestBase definition](/test/bases.py#L106).
[WorldTestBase definition](/test/bases.py#L104).
#### Alternatives to WorldTestBase
Unit tests can also be created using [TestBase](/test/bases.py#L16) or
Unit tests can also be created using [TestBase](/test/bases.py#L14) or
[unittest.TestCase](https://docs.python.org/3/library/unittest.html#unittest.TestCase) depending on your use case. These
may be useful for generating a multiworld under very specific constraints without using the generic world setup, or for
testing portions of your code that can be tested without relying on a multiworld to be created first.
#### Parametrization
When defining a test that needs to cover a range of inputs it is useful to parameterize (to run the same test
for multiple inputs) the base test. Some important things to consider when attempting to parametrize your test are:
* [Subtests](https://docs.python.org/3/library/unittest.html#distinguishing-test-iterations-using-subtests)
can be used to have parametrized assertions that show up similar to individual tests but without the overhead
of needing to instantiate multiple tests; however, subtests can not be multithreaded and do not have individual
timing data, so they are not suitable for slow tests.
* Archipelago's tests are test-runner-agnostic. That means tests are not allowed to use e.g. `@pytest.mark.parametrize`.
Instead, we define our own parametrization helpers in [test.param](/test/param.py).
* Classes inheriting from `WorldTestBase`, including those created by the helpers in `test.param`, will run all
base tests by default, make sure the produced tests actually do what you aim for and do not waste a lot of
extra CPU time. Consider using `TestBase` or `unittest.TestCase` directly
or setting `WorldTestBase.run_default_tests` to False.
#### Performance Considerations
Archipelago is big enough that the runtime of unittests can have an impact on productivity.
Individual tests should take less than a second, so they can be properly multithreaded.
Ideally, thorough tests are directed at actual code/functionality. Do not just create and/or fill a ton of individual
Multiworlds that spend most of the test time outside what you actually want to test.
Consider generating/validating "random" games as part of your APWorld release workflow rather than having that be part
of continuous integration, and add minimal reproducers to the "normal" tests for problems that were found.
You can use [@unittest.skipIf](https://docs.python.org/3/library/unittest.html#unittest.skipIf) with an environment
variable to keep all the benefits of the test framework while not running the marked tests by default.
## Running Tests
#### Using Pycharm
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
@@ -141,11 +100,3 @@ next to the run and debug buttons.
#### Running Tests without Pycharm
Run `pip install pytest pytest-subtests`, then use your IDE to run tests or run `pytest` from the source folder.
#### Running Tests Multithreaded
pytest can run multiple test runners in parallel with the pytest-xdist extension.
Install with `pip install pytest-xdist`.
Run with `pytest -n12` to spawn 12 process that each run 1/12th of the tests.

View File

@@ -222,8 +222,8 @@ could also be progress in a research tree, or even something more abstract like
Each location has a `name` and an `address` (hereafter referred to as an `id`), is placed in a Region, has access rules,
and has a classification. The name needs to be unique within each game and must not be numeric (must contain least 1
letter or symbol). The ID needs to be unique across all locations within the game.
Locations and items can share IDs, and locations can share IDs with other games' locations.
letter or symbol). The ID needs to be unique across all games, and is best kept in the same range as the item IDs.
Locations and items can share IDs, so typically a game's locations and items start at the same ID.
World-specific IDs must be in the range 1 to 2<sup>53</sup>-1; IDs ≤ 0 are global and reserved.
@@ -243,9 +243,7 @@ progression. Progression items will be assigned to locations with higher priorit
and satisfy progression balancing.
The name needs to be unique within each game, meaning if you need to create multiple items with the same name, they
will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
The ID thus also needs to be unique across all items with different names within the game.
Items and locations can share IDs, and items can share IDs with other games' items.
will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
Other classifications include:
@@ -291,7 +289,7 @@ like entrance randomization in logic.
Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions.
There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L299)),
There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295-L296)),
from which the logic unfolds. AP assumes that a player will always be able to return to this starting region by resetting the game ("Save and quit").
### Entrances
@@ -331,7 +329,7 @@ Even doing `state.can_reach_location` or `state.can_reach_entrance` is problemat
You can use `multiworld.register_indirect_condition(region, entrance)` to explicitly tell the generator that, when a given region becomes accessible, it is necessary to re-check a specific entrance.
You **must** use `multiworld.register_indirect_condition` if you perform this kind of `can_reach` from an entrance access rule, unless you have a **very** good technical understanding of the relevant code and can reason why it will never lead to problems in your case.
Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L301-L304),
Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L301),
avoiding the need for indirect conditions at the expense of performance.
### Item Rules
@@ -492,9 +490,6 @@ In addition, the following methods can be implemented and are called in this ord
after this step. Locations cannot be moved to different regions after this step.
* `set_rules(self)`
called to set access and item rules on locations and entrances.
* `connect_entrances(self)`
by the end of this step, all entrances must exist and be connected to their source and target regions.
Entrance randomization should be done here.
* `generate_basic(self)`
player-specific randomization that does not affect logic can be done here.
* `pre_fill(self)`, `fill_hook(self)` and `post_fill(self)`
@@ -561,14 +556,18 @@ 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
classification = ItemClassification.progression if is_progression(item) else ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item], self.player)
# 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)
def create_event(self, event: str) -> MyGameItem:
# while we are at it, we can also add a helper to create events
return MyGameItem(event, ItemClassification.progression, None, self.player)
return MyGameItem(event, True, None, self.player)
```
#### create_items
@@ -606,8 +605,8 @@ 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),
@@ -836,16 +835,14 @@ def generate_output(self, output_directory: str) -> None:
### Slot Data
If a client or tracker needs to know information about the generated seed, a preferred method of transferring the data
is through the slot data. This is filled with the `fill_slot_data` method of your world by returning a `dict` with
`str` keys that can be serialized with json. However, to not waste resources, it should be limited to data that is
absolutely necessary. Slot data is sent to your client once it has successfully
[connected](network%20protocol.md#connected).
If the game client needs to know information about the generated seed, a preferred method of transferring the data
is through the slot data. This is filled with the `fill_slot_data` method of your world by returning
a `dict` with `str` keys that can be serialized with json.
But, to not waste resources, it should be limited to data that is absolutely necessary. Slot data is sent to your client
once it has successfully [connected](network%20protocol.md#connected).
If you need to know information about locations in your world, instead of propagating the slot data, it is preferable
to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. Adding
item/location pairs is unnecessary since the AP server already retains and freely gives that information to clients
that request it. The most common usage of slot data is sending option results that the client needs to be aware of.
to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. The most
common usage of slot data is sending option results that the client needs to be aware of.
```python
def fill_slot_data(self) -> Dict[str, Any]:

View File

@@ -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:
@@ -160,16 +157,17 @@ class ERPlacementState:
def placed_regions(self) -> set[Region]:
return self.collection_state.reachable_regions[self.world.player]
def find_placeable_exits(self, check_validity: bool, usable_exits: list[Entrance]) -> list[Entrance]:
def find_placeable_exits(self, check_validity: bool) -> list[Entrance]:
if check_validity:
blocked_connections = self.collection_state.blocked_connections[self.world.player]
placeable_randomized_exits = [ex for ex in usable_exits
if not ex.connected_region
and ex in blocked_connections
and ex.is_valid_source_transition(self)]
blocked_connections = sorted(blocked_connections, key=lambda x: x.name)
placeable_randomized_exits = [connection for connection in blocked_connections
if not connection.connected_region
and connection.is_valid_source_transition(self)]
else:
# this is on a beaten minimal attempt, so any exit anywhere is fair game
placeable_randomized_exits = [ex for ex in usable_exits if not ex.connected_region]
placeable_randomized_exits = [ex for region in self.world.multiworld.get_regions(self.world.player)
for ex in region.exits if not ex.connected_region]
self.world.random.shuffle(placeable_randomized_exits)
return placeable_randomized_exits
@@ -183,8 +181,7 @@ class ERPlacementState:
self.placements.append(source_exit)
self.pairings.append((source_exit.name, target_entrance.name))
def test_speculative_connection(self, source_exit: Entrance, target_entrance: Entrance,
usable_exits: set[Entrance]) -> bool:
def test_speculative_connection(self, source_exit: Entrance, target_entrance: Entrance) -> bool:
copied_state = self.collection_state.copy()
# simulated connection. A real connection is unsafe because the region graph is shallow-copied and would
# propagate back to the real multiworld.
@@ -201,9 +198,6 @@ class ERPlacementState:
# ignore the source exit, and, if coupled, the reverse exit. They're not actually new
if _exit.name == source_exit.name or (self.coupled and _exit.name == target_entrance.name):
continue
# make sure we are only paying attention to usable exits
if _exit not in usable_exits:
continue
# technically this should be is_valid_source_transition, but that may rely on side effects from
# on_connect, which have not happened here (because we didn't do a real connection, and if we did, we would
# not want them to persist). can_reach is a close enough approximation most of the time.
@@ -268,19 +262,14 @@ def bake_target_group_lookup(world: World, get_target_groups: Callable[[int], li
return { group: get_target_groups(group) for group in unique_groups }
def disconnect_entrance_for_randomization(entrance: Entrance, target_group: int | None = None,
one_way_target_name: str | None = None) -> None:
def disconnect_entrance_for_randomization(entrance: Entrance, target_group: int | None = None) -> None:
"""
Given an entrance in a "vanilla" region graph, splits that entrance to prepare it for randomization
in randomize_entrances. This should be done after setting the type and group of the entrance. Because it attempts
to meet strict entrance naming requirements for coupled mode, this function may produce unintuitive results when
called only on a single entrance; it produces eventually-correct outputs only after calling it on all entrances.
in randomize_entrances. This should be done after setting the type and group of the entrance.
:param entrance: The entrance which will be disconnected in preparation for randomization.
:param target_group: The group to assign to the created ER target. If not specified, the group from
the original entrance will be copied.
:param one_way_target_name: The name of the created ER target if `entrance` is one-way. This argument
is required for one-way entrances and is ignored otherwise.
"""
child_region = entrance.connected_region
parent_region = entrance.parent_region
@@ -295,11 +284,8 @@ def disconnect_entrance_for_randomization(entrance: Entrance, target_group: int
# targets in the child region will be created when the other direction edge is disconnected
target = parent_region.create_er_target(entrance.name)
else:
# for 1-ways, the child region needs a target. naming is not a concern for coupling so we
# allow it to be user provided (and require it, to prevent an unhelpful assumed name in pairings)
if not one_way_target_name:
raise ValueError("Cannot disconnect a one-way entrance without a target name specified")
target = child_region.create_er_target(one_way_target_name)
# for 1-ways, the child region needs a target and coupling/naming is not a concern
target = child_region.create_er_target(child_region.name)
target.randomization_type = entrance.randomization_type
target.randomization_group = target_group or entrance.randomization_group
@@ -336,28 +322,10 @@ 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
if not er_targets:
er_targets = sorted([entrance for region in world.multiworld.get_regions(world.player)
for entrance in region.entrances if not entrance.parent_region], key=lambda x: x.name)
if not exits:
exits = sorted([ex for region in world.multiworld.get_regions(world.player)
for ex in region.exits if not ex.connected_region], key=lambda x: x.name)
if len(er_targets) != len(exits):
raise EntranceRandomizationError(f"Unable to randomize entrances due to a mismatched count of "
f"entrances ({len(er_targets)}) and exits ({len(exits)}.")
# used when membership checks are needed on the exit list, e.g. speculative sweep
exits_set = set(exits)
entrance_lookup = EntranceLookup(world.random, coupled, exits_set)
for entrance in er_targets:
entrance_lookup.add(entrance)
# place the menu region and connected start region(s)
er_state.collection_state.update_reachable_regions(world.player)
def do_placement(source_exit: Entrance, target_entrance: Entrance) -> None:
placed_exits, removed_entrances = er_state.connect(source_exit, target_entrance)
# remove the placed targets from consideration
@@ -369,37 +337,9 @@ def randomize_entrances(
if on_connect:
on_connect(er_state, placed_exits)
def needs_speculative_sweep(dead_end: bool, require_new_exits: bool, placeable_exits: list[Entrance]) -> bool:
# speculative sweep is expensive. We currently only do it as a last resort, if we might cap off the graph
# entirely
if len(placeable_exits) > 1:
return False
# in certain stages of randomization we either expect or don't care if the search space shrinks.
# we should never speculative sweep here.
if dead_end or not require_new_exits or not perform_validity_check:
return False
# edge case - if all dead ends have pre-placed progression or indirect connections, they are pulled forward
# into the non dead end stage. In this case, and only this case, it's possible that the last connection may
# actually be placeable in stage 1. We need to skip speculative sweep in this case because we expect the graph
# to get capped off.
# check to see if we are proposing the last placement
if not coupled:
# in uncoupled, this check is easy as there will only be one target.
is_last_placement = len(entrance_lookup) == 1
else:
# a bit harder, there may be 1 or 2 targets depending on if the exit to place is one way or two way.
# if it is two way, we can safely assume that one of the targets is the logical pair of the exit.
desired_target_count = 2 if placeable_exits[0].randomization_type == EntranceType.TWO_WAY else 1
is_last_placement = len(entrance_lookup) == desired_target_count
# if it's not the last placement, we need a sweep
return not is_last_placement
def find_pairing(dead_end: bool, require_new_exits: bool) -> bool:
nonlocal perform_validity_check
placeable_exits = er_state.find_placeable_exits(perform_validity_check, exits)
placeable_exits = er_state.find_placeable_exits(perform_validity_check)
for source_exit in placeable_exits:
target_groups = target_group_lookup[source_exit.randomization_group]
for target_entrance in entrance_lookup.get_targets(target_groups, dead_end, preserve_group_order):
@@ -410,10 +350,12 @@ def randomize_entrances(
# very last exit and check whatever exits we open up are functionally accessible.
# this requirement can be ignored on a beaten minimal, islands are no issue there.
exit_requirement_satisfied = (not perform_validity_check or not require_new_exits
or target_entrance.connected_region not in er_state.placed_regions)
or target_entrance.connected_region not in er_state.placed_regions)
needs_speculative_sweep = (not dead_end and require_new_exits and perform_validity_check
and len(placeable_exits) == 1)
if exit_requirement_satisfied and source_exit.can_connect_to(target_entrance, dead_end, er_state):
if (needs_speculative_sweep(dead_end, require_new_exits, placeable_exits)
and not er_state.test_speculative_connection(source_exit, target_entrance, exits_set)):
if (needs_speculative_sweep
and not er_state.test_speculative_connection(source_exit, target_entrance)):
continue
do_placement(source_exit, target_entrance)
return True
@@ -436,14 +378,13 @@ def randomize_entrances(
and world.multiworld.has_beaten_game(er_state.collection_state, world.player):
# ensure that we have enough locations to place our progression
accessible_location_count = 0
prog_item_count = len([item for item in world.multiworld.itempool if item.advancement and item.player == world.player])
prog_item_count = sum(er_state.collection_state.prog_items[world.player].values())
# short-circuit location checking in this case
if prog_item_count == 0:
return True
for region in er_state.placed_regions:
for loc in region.locations:
if not loc.item and loc.can_reach(er_state.collection_state):
# don't count locations with preplaced items
if loc.can_reach(er_state.collection_state):
accessible_location_count += 1
if accessible_location_count >= prog_item_count:
perform_validity_check = False
@@ -465,6 +406,21 @@ def randomize_entrances(
f"All unplaced entrances: {unplaced_entrances}\n"
f"All unplaced exits: {unplaced_exits}")
if not er_targets:
er_targets = sorted([entrance for region in world.multiworld.get_regions(world.player)
for entrance in region.entrances if not entrance.parent_region], key=lambda x: x.name)
if not exits:
exits = sorted([ex for region in world.multiworld.get_regions(world.player)
for ex in region.exits if not ex.connected_region], key=lambda x: x.name)
if len(er_targets) != len(exits):
raise EntranceRandomizationError(f"Unable to randomize entrances due to a mismatched count of "
f"entrances ({len(er_targets)}) and exits ({len(exits)}.")
for entrance in er_targets:
entrance_lookup.add(entrance)
# place the menu region and connected start region(s)
er_state.collection_state.update_reachable_regions(world.player)
# stage 1 - try to place all the non-dead-end entrances
while entrance_lookup.others:
if not find_pairing(dead_end=False, require_new_exits=True):

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"
@@ -212,11 +221,6 @@ Root: HKCR; Subkey: "{#MyAppName}ygo06patch"; ValueData: "Ar
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apcivvi"; ValueData: "{#MyAppName}apcivvipatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch"; ValueData: "Archipelago Civilization 6 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch\DefaultIcon"; ValueData: "{app}\ArchipelagoLauncher.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch\shell\open\command"; ValueData: """{app}\ArchipelagoLauncher.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: "";
@@ -252,17 +256,3 @@ 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;

662
kvui.py
View File

@@ -26,16 +26,13 @@ import Utils
if Utils.is_frozen():
os.environ["KIVY_DATA_DIR"] = Utils.local_path("data")
import platformdirs
os.environ["KIVY_HOME"] = os.path.join(platformdirs.user_config_dir("Archipelago", False), "kivy")
os.makedirs(os.environ["KIVY_HOME"], exist_ok=True)
from kivy.config import Config
Config.set("input", "mouse", "mouse,disable_multitouch")
Config.set("kivy", "exit_on_escape", "0")
Config.set("graphics", "multisamples", "0") # multisamples crash old intel drivers
from kivymd.uix.divider import MDDivider
from kivy.app import App
from kivy.core.window import Window
from kivy.core.clipboard import Clipboard
from kivy.core.text.markup import MarkupLabel
@@ -43,34 +40,31 @@ 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
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.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 +81,6 @@ 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 +120,7 @@ class HoverBehavior(object):
Factory.register("HoverBehavior", HoverBehavior)
class ToolTip(MDTooltipPlain):
class ToolTip(Label):
pass
@@ -241,30 +128,49 @@ 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 +197,26 @@ 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 +257,11 @@ 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 +281,6 @@ 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 +291,10 @@ 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
@@ -408,150 +305,11 @@ 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):
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.bind(on_text_validate=self.on_message)
self.bind(width=lambda instance, x: setattr(self.dropdown, "width", x))
def on_message(self, instance):
MDApp.get_running_app().commandprocessor("!hint "+instance.text)
def on_text(self, instance, value):
if len(value) >= self.min_chars:
self.dropdown.items.clear()
ctx: context_type = MDApp.get_running_app().ctx
if not ctx.game:
return
item_names = ctx.item_names._game_store[ctx.game].values()
def on_press(text):
split_text = MarkupLabel(text=text).markup
self.set_text(self, "".join(text_frag for text_frag in split_text
if not text_frag.startswith("[")))
self.dropdown.dismiss()
self.focus = True
lowered = value.lower()
for item_name in item_names:
try:
index = item_name.lower().index(lowered)
except ValueError:
pass # substring not found
else:
text = escape_markup(item_name)
text = text[:index] + "[b]" + text[index:index+len(value)]+"[/b]"+text[index+len(value):]
self.dropdown.items.append({
"text": text,
"on_release": lambda txt=text: on_press(txt),
"markup": True
})
if not self.dropdown.parent:
self.dropdown.open()
else:
self.dropdown.dismiss()
status_icons = {
HintStatus.HINT_NO_PRIORITY: "information",
HintStatus.HINT_PRIORITY: "exclamation-thick",
HintStatus.HINT_AVOID: "alert"
}
class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
class HintLabel(RecycleDataViewBehavior, BoxLayout):
selected = BooleanProperty(False)
striped = BooleanProperty(False)
index = None
dropdown: MDDropdownMenu
dropdown: DropDown
def __init__(self):
super(HintLabel, self).__init__()
@@ -562,28 +320,29 @@ 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 +357,7 @@ 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 +370,10 @@ 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 +382,8 @@ 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:
@@ -634,18 +395,15 @@ class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
if child.collide_point(*touch.pos):
key = child.sort_key
if key == "status":
parent.hint_sorter = lambda element: status_sort_weights[element["status"]["hint"]["status"]]
else:
parent.hint_sorter = lambda element: (
remove_between_brackets.sub("", element[key]["text"]).lower()
)
parent.hint_sorter = lambda element: element["status"]["hint"]["status"]
else: parent.hint_sorter = lambda element: remove_between_brackets.sub("", element[key]["text"]).lower()
if key == parent.sort_key:
# second click reverses order
parent.reversed = not parent.reversed
else:
parent.sort_key = key
parent.reversed = False
MDApp.get_running_app().update_hints()
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 +411,7 @@ 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 +421,14 @@ 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 +455,7 @@ 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 +469,32 @@ 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):
@@ -835,80 +529,65 @@ 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())
self.hint_log = HintLog(self.json_to_kivy_parser)
hint_panel = self.add_client_tab("Hints", HintLog(self.json_to_kivy_parser))
self.log_panels["Hints"] = hint_panel.content
hint_panel.content.add_widget(self.hint_log)
self.main_area_container = MDGridLayout(size_hint_y=1, rows=1)
if len(self.logging_pairs) == 1:
self.tabs.default_tab_text = "Archipelago"
self.main_area_container = GridLayout(size_hint_y=1, rows=1)
self.main_area_container.add_widget(self.tabs)
self.grid.add_widget(self.main_area_container)
# bottom part
bottom_layout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(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 +603,29 @@ 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 +688,8 @@ 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):
@@ -1033,7 +698,7 @@ class GameManager(ThemedApp):
def update_hints(self):
hints = self.ctx.stored_data.get(f"_read_hints_{self.ctx.team}_{self.ctx.slot}", [])
self.hint_log.refresh_hints(hints)
self.log_panels["Hints"].refresh_hints(hints)
# default F1 keybind, opens a settings menu, that seems to break the layout engine once closed
def open_settings(self, *largs):
@@ -1060,9 +725,8 @@ 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)
@@ -1089,24 +753,6 @@ class UILog(MDRecycleView):
element.height = element.texture_size[1]
class HintLayout(MDBoxLayout):
orientation = "vertical"
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
boxlayout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(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.add_widget(AutocompleteHintInput())
self.add_widget(boxlayout)
def fix_heights(self):
for child in self.children:
fix_func = getattr(child, "fix_heights", None)
if fix_func:
fix_func()
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "Found",
HintStatus.HINT_UNSPECIFIED: "Unspecified",
@@ -1121,15 +767,9 @@ status_colors: typing.Dict[HintStatus, str] = {
HintStatus.HINT_AVOID: "salmon",
HintStatus.HINT_PRIORITY: "plum",
}
status_sort_weights: dict[HintStatus, int] = {
HintStatus.HINT_FOUND: 0,
HintStatus.HINT_UNSPECIFIED: 1,
HintStatus.HINT_NO_PRIORITY: 2,
HintStatus.HINT_AVOID: 3,
HintStatus.HINT_PRIORITY: 4,
}
class HintLog(MDRecycleView):
class HintLog(RecycleView):
header = {
"receiving": {"text": "[u]Receiving Player[/u]"},
"item": {"text": "[u]Item[/u]"},
@@ -1140,7 +780,7 @@ 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 +793,7 @@ 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 +843,6 @@ class HintLog(MDRecycleView):
class ApAsyncImage(AsyncImage):
def is_uri(self, filename: str) -> bool:
if filename.startswith("ap:"):
return True
@@ -1218,8 +857,7 @@ 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 +887,7 @@ 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

@@ -1,7 +1,4 @@
[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 =
test
worlds

View File

@@ -1,18 +1,14 @@
colorama>=0.4.6
websockets>=13.0.1,<14
PyYAML>=6.0.2
jellyfish>=1.1.3
jinja2>=3.1.6
jellyfish>=1.1.0
jinja2>=3.1.4
schema>=0.7.7
kivy>=2.3.1
bsdiff4>=1.2.6
platformdirs>=4.3.6
certifi>=2025.4.26
cython>=3.0.12
cymem>=2.0.11
orjson>=3.10.15
discord-webhook>=1.3.0
kivy>=2.3.0
bsdiff4>=1.2.4
platformdirs>=4.2.2
certifi>=2024.8.30
cython>=3.0.11
cymem>=2.0.8
orjson>=3.10.7
typing_extensions>=4.12.2
pyshortcuts>=1.9.1
kivymd @ git+https://github.com/kivymd/KivyMD@5ff9d0d
kivymd>=2.0.1.dev0

View File

@@ -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
@@ -107,10 +106,10 @@ 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):
if not isinstance(next(iter(cls.__annotations__.values())), str):
# non-str: assume already resolved
cls._type_cache = cls.__annotations__
else:
@@ -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
@@ -271,20 +270,15 @@ class Group:
# fetch class to avoid going through getattr
cls = self.__class__
type_hints = cls.get_type_hints()
entries = [e for e in self]
if not entries:
# write empty dict for empty Group with no instance values
cls._dump_value({}, f, indent=" " * level)
# validate group
for name in cls.__annotations__.keys():
assert hasattr(cls, name), f"{cls}.{name} is missing a default value"
# dump ordered members
for name in entries:
for name in self:
attr = cast(object, getattr(self, name))
attr_cls = type_hints[name] if name in type_hints else attr.__class__
attr_cls_origin = typing.get_origin(attr_cls)
# resolve to first type for doc string
while attr_cls_origin is Union or attr_cls_origin is types.UnionType:
while attr_cls_origin is Union: # resolve to first type for doc string
attr_cls = typing.get_args(attr_cls)[0]
attr_cls_origin = typing.get_origin(attr_cls)
if attr_cls.__doc__ and attr_cls.__module__ != "builtins":
@@ -330,9 +324,9 @@ 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 +334,7 @@ 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 +364,12 @@ 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 +434,7 @@ 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 +592,16 @@ 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")
@@ -684,8 +678,6 @@ class GeneratorOptions(Group):
race: Race = Race(0)
plando_options: PlandoOptions = PlandoOptions("bosses, connections, texts")
panic_method: PanicMethod = PanicMethod("swap")
loglevel: str = "info"
logtime: bool = False
class SNIOptions(Group):
@@ -703,7 +695,7 @@ 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 +714,7 @@ 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 +726,7 @@ 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__:
@@ -788,22 +780,12 @@ 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
with open(location, encoding="utf-8-sig") as f:
from yaml.error import MarkedYAMLError
try:
options = parse_yaml(f.read())
except MarkedYAMLError as ex:
if ex.problem_mark:
f.seek(0)
lines = f.readlines()
problem_line = lines[ex.problem_mark.line]
error_line = " " * ex.problem_mark.column + "^"
raise Exception(f"{ex.context} {ex.problem}\n{problem_line}{error_line}")
raise ex
options = parse_yaml(f.read())
# TODO: detect if upgrade is required
# TODO: once we have a cache for _world_settings_name_cache, detect if any game section is missing
self.update(options or {})
@@ -822,7 +804,7 @@ 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 +837,7 @@ class Settings(Group):
super().dump(f, level)
@property
def filename(self) -> str | None:
def filename(self) -> Optional[str]:
return self._filename
@@ -868,7 +850,7 @@ 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

@@ -1,23 +1,25 @@
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'
requirement = 'cx-Freeze==7.2.0'
try:
import pkg_resources
try:
@@ -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

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

View File

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

View File

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

View File

@@ -1,4 +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):
@@ -177,7 +148,7 @@ class TestDisconnectForRandomization(unittest.TestCase):
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e, one_way_target_name="foo")
disconnect_entrance_for_randomization(e)
self.assertIsNone(e.connected_region)
self.assertEqual([], r1.entrances)
@@ -187,22 +158,10 @@ class TestDisconnectForRandomization(unittest.TestCase):
self.assertEqual(1, len(r2.entrances))
self.assertIsNone(r2.entrances[0].parent_region)
self.assertEqual("foo", r2.entrances[0].name)
self.assertEqual("r2", r2.entrances[0].name)
self.assertEqual(EntranceType.ONE_WAY, r2.entrances[0].randomization_type)
self.assertEqual(1, r2.entrances[0].randomization_group)
def test_disconnect_default_1way_no_vanilla_target_raises(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = 1
e.connect(r2)
with self.assertRaises(ValueError):
disconnect_entrance_for_randomization(e)
def test_disconnect_uses_alternate_group(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
@@ -212,7 +171,7 @@ class TestDisconnectForRandomization(unittest.TestCase):
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e, 2, "foo")
disconnect_entrance_for_randomization(e, 2)
self.assertIsNone(e.connected_region)
self.assertEqual([], r1.entrances)
@@ -222,7 +181,7 @@ class TestDisconnectForRandomization(unittest.TestCase):
self.assertEqual(1, len(r2.entrances))
self.assertIsNone(r2.entrances[0].parent_region)
self.assertEqual("foo", r2.entrances[0].name)
self.assertEqual("r2", r2.entrances[0].name)
self.assertEqual(EntranceType.ONE_WAY, r2.entrances[0].randomization_type)
self.assertEqual(2, r2.entrances[0].randomization_group)
@@ -259,7 +218,7 @@ class TestRandomizeEntrances(unittest.TestCase):
self.assertEqual(80, len(result.pairings))
self.assertEqual(80, len(result.placements))
def test_coupled(self):
def test_coupling(self):
"""tests that in coupled mode, all 2 way transitions have an inverse"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
@@ -277,36 +236,6 @@ class TestRandomizeEntrances(unittest.TestCase):
# if we didn't visit every placement the verification on_connect doesn't really mean much
self.assertEqual(len(result.placements), seen_placement_count)
def test_uncoupled_succeeds_stage1_indirect_condition(self):
multiworld = generate_test_multiworld()
menu = multiworld.get_region("Menu", 1)
generate_entrance_pair(menu, "_right", ERTestGroups.RIGHT)
end = Region("End", 1, multiworld)
multiworld.regions.append(end)
generate_entrance_pair(end, "_left", ERTestGroups.LEFT)
multiworld.register_indirect_condition(end, None)
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertSetEqual({
("Menu_right", "End_left"),
("End_left", "Menu_right")
}, set(result.pairings))
def test_coupled_succeeds_stage1_indirect_condition(self):
multiworld = generate_test_multiworld()
menu = multiworld.get_region("Menu", 1)
generate_entrance_pair(menu, "_right", ERTestGroups.RIGHT)
end = Region("End", 1, multiworld)
multiworld.regions.append(end)
generate_entrance_pair(end, "_left", ERTestGroups.LEFT)
multiworld.register_indirect_condition(end, None)
result = randomize_entrances(multiworld.worlds[1], True, directionally_matched_group_lookup)
self.assertSetEqual({
("Menu_right", "End_left"),
("End_left", "Menu_right")
}, set(result.pairings))
def test_uncoupled(self):
"""tests that in uncoupled mode, no transitions have an (intentional) inverse"""
multiworld = generate_test_multiworld()
@@ -382,37 +311,6 @@ class TestRandomizeEntrances(unittest.TestCase):
self.assertEqual([], [exit_ for region in multiworld.get_regions()
for exit_ in region.exits if not exit_.connected_region])
def test_minimal_entrance_rando_with_collect_override(self):
"""
tests that entrance randomization can complete with minimal accessibility and unreachable exits
when the world defines a collect override that add extra values to prog_items
"""
multiworld = generate_test_multiworld()
multiworld.worlds[1].options.accessibility = Accessibility.from_any(Accessibility.option_minimal)
multiworld.completion_condition[1] = lambda state: state.can_reach("region24", player=1)
generate_disconnected_region_grid(multiworld, 5, 1)
prog_items = generate_items(10, 1, True)
multiworld.itempool += prog_items
filler_items = generate_items(15, 1, False)
multiworld.itempool += filler_items
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
old_collect = multiworld.worlds[1].collect
def new_collect(state, item):
old_collect(state, item)
state.prog_items[item.player]["counter"] += 300
multiworld.worlds[1].collect = new_collect
randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertEqual([], [entrance for region in multiworld.get_regions()
for entrance in region.entrances if not entrance.parent_region])
self.assertEqual([], [exit_ for region in multiworld.get_regions()
for exit_ in region.exits if not exit_.connected_region])
def test_restrictive_region_requirement_does_not_fail(self):
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 2, 1)
@@ -466,7 +364,7 @@ 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

@@ -1,63 +0,0 @@
import unittest
from worlds.AutoWorld import AutoWorldRegister, call_all, World
from . import setup_solo_multiworld
class TestBase(unittest.TestCase):
def test_entrance_connection_steps(self):
"""Tests that Entrances are connected and not changed after connect_entrances."""
def get_entrance_name_to_source_and_target_dict(world: World):
return [
(entrance.name, entrance.parent_region, entrance.connected_region)
for entrance in world.get_entrances()
]
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "connect_entrances")
additional_steps = ("generate_basic", "pre_fill")
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game_name=game_name):
multiworld = setup_solo_multiworld(world_type, gen_steps)
original_entrances = get_entrance_name_to_source_and_target_dict(multiworld.worlds[1])
self.assertTrue(
all(entrance[1] is not None and entrance[2] is not None for entrance in original_entrances),
f"{game_name} had unconnected entrances after connect_entrances"
)
for step in additional_steps:
with self.subTest("Step", step=step):
call_all(multiworld, step)
step_entrances = get_entrance_name_to_source_and_target_dict(multiworld.worlds[1])
self.assertEqual(
original_entrances, step_entrances, f"{game_name} modified entrances during {step}"
)
def test_all_state_before_connect_entrances(self):
"""Before connect_entrances, Entrance objects may be unconnected.
Thus, we test that get_all_state is performed with allow_partial_entrances if used before or during
connect_entrances."""
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "connect_entrances")
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game_name=game_name):
multiworld = setup_solo_multiworld(world_type, ())
original_get_all_state = multiworld.get_all_state
def patched_get_all_state(use_cache: bool, allow_partial_entrances: bool = False):
self.assertTrue(allow_partial_entrances, (
"Before the connect_entrances step finishes, other worlds might still have partial entrances. "
"As such, any call to get_all_state must use allow_partial_entrances = True."
))
return original_get_all_state(use_cache, allow_partial_entrances)
multiworld.get_all_state = patched_get_all_state
for step in gen_steps:
with self.subTest("Step", step=step):
call_all(multiworld, step)

View File

@@ -1,8 +1,6 @@
import unittest
from typing import Callable, Dict, Optional
from typing_extensions import override
from BaseClasses import CollectionState, MultiWorld, Region
@@ -10,7 +8,6 @@ class TestHelpers(unittest.TestCase):
multiworld: MultiWorld
player: int = 1
@override
def setUp(self) -> None:
self.multiworld = MultiWorld(self.player)
self.multiworld.game[self.player] = "helper_test_game"
@@ -41,15 +38,15 @@ class TestHelpers(unittest.TestCase):
"TestRegion1": {"TestRegion2": "connection"},
"TestRegion2": {"TestRegion1": None},
}
reg_exit_set: Dict[str, set[str]] = {
"TestRegion1": {"TestRegion3"}
}
exit_rules: Dict[str, Callable[[CollectionState], bool]] = {
"TestRegion1": lambda state: state.has("test_item", self.player)
}
self.multiworld.regions += [Region(region, self.player, self.multiworld, regions[region]) for region in regions]
with self.subTest("Test Location Creation Helper"):
@@ -76,7 +73,7 @@ class TestHelpers(unittest.TestCase):
entrance_name = exit_name if exit_name else f"{parent} -> {exit_reg}"
self.assertEqual(exit_rules[exit_reg],
self.multiworld.get_entrance(entrance_name, self.player).access_rule)
for region in reg_exit_set:
current_region = self.multiworld.get_region(region, self.player)
current_region.add_exits(reg_exit_set[region])

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

@@ -39,7 +39,7 @@ class TestImplemented(unittest.TestCase):
"""Tests that if a world creates slot data, it's json serializable."""
for game_name, world_type in AutoWorldRegister.world_types.items():
# has an await for generate_output which isn't being called
if game_name in {"Ocarina of Time"}:
if game_name in {"Ocarina of Time", "Zillion"}:
continue
multiworld = setup_solo_multiworld(world_type)
with self.subTest(game=game_name, seed=multiworld.seed):
@@ -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"""
@@ -133,12 +117,3 @@ class TestImplemented(unittest.TestCase):
f"\nUnexpectedly reachable locations in sphere {sphere_num}:"
f"\n{reachable_only_with_explicit}")
self.fail("Unreachable")
def test_no_items_or_locations_or_regions_submitted_in_init(self):
"""Test that worlds don't submit items/locations/regions to the multiworld in __init__"""
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game=game_name):
multiworld = setup_solo_multiworld(world_type, ())
self.assertEqual(len(multiworld.itempool), 0)
self.assertEqual(len(multiworld.get_locations()), 0)
self.assertEqual(len(multiworld.get_regions()), 0)

View File

@@ -1,11 +1,6 @@
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 worlds.AutoWorld import AutoWorldRegister, call_all
from . import setup_solo_multiworld
@@ -13,31 +8,12 @@ class TestBase(unittest.TestCase):
def test_create_item(self):
"""Test that a world can successfully create all items in its datapackage"""
for game_name, world_type in AutoWorldRegister.world_types.items():
multiworld = setup_solo_multiworld(world_type, steps=("generate_early", "create_regions", "create_items"))
proxy_world = multiworld.worlds[1]
proxy_world = setup_solo_multiworld(world_type, ()).worlds[1]
for item_name in world_type.item_name_to_id:
test_state = CollectionState(multiworld)
with self.subTest("Create Item", item_name=item_name, game_name=game_name):
item = proxy_world.create_item(item_name)
with self.subTest("Item Name", item_name=item_name, game_name=game_name):
self.assertEqual(item.name, item_name)
if item.advancement:
with self.subTest("Item State Collect", item_name=item_name, game_name=game_name):
test_state.collect(item, True)
with self.subTest("Item State Remove", item_name=item_name, game_name=game_name):
test_state.remove(item)
self.assertEqual(test_state.prog_items, multiworld.state.prog_items,
"Item Collect -> Remove should restore empty state.")
else:
with self.subTest("Item State Collect No Change", item_name=item_name, game_name=game_name):
# Non-Advancement should not modify state.
test_state.collect(item)
self.assertEqual(test_state.prog_items, multiworld.state.prog_items)
def test_item_name_group_has_valid_item(self):
"""Test that all item name groups contain valid items. """
# This cannot test for Event names that you may have declared for logic, only sendable Items.
@@ -87,52 +63,11 @@ 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`"""
gen_steps = ("generate_early", "create_regions", "create_items")
additional_steps = ("set_rules", "connect_entrances", "generate_basic", "pre_fill")
additional_steps = ("set_rules", "generate_basic", "pre_fill")
excluded_games = ("Links Awakening DX", "Ocarina of Time", "SMZ3")
worlds_to_test = {game: world
for game, world in AutoWorldRegister.world_types.items() if game not in excluded_games}
@@ -149,7 +84,7 @@ class TestBase(unittest.TestCase):
def test_locality_not_modified(self):
"""Test that worlds don't modify the locality of items after duplicates are resolved"""
gen_steps = ("generate_early", "create_regions", "create_items")
additional_steps = ("set_rules", "connect_entrances", "generate_basic", "pre_fill")
additional_steps = ("set_rules", "generate_basic", "pre_fill")
worlds_to_test = {game: world for game, world in AutoWorldRegister.world_types.items()}
for game_name, world_type in worlds_to_test.items():
with self.subTest("Game", game=game_name):

View File

@@ -45,12 +45,6 @@ class TestBase(unittest.TestCase):
self.assertEqual(location_count, len(multiworld.get_locations()),
f"{game_name} modified locations count during rule creation")
call_all(multiworld, "connect_entrances")
self.assertEqual(region_count, len(multiworld.get_regions()),
f"{game_name} modified region count during rule creation")
self.assertEqual(location_count, len(multiworld.get_locations()),
f"{game_name} modified locations count during rule creation")
call_all(multiworld, "generate_basic")
self.assertEqual(region_count, len(multiworld.get_regions()),
f"{game_name} modified region count during generate_basic")

View File

@@ -1,21 +1,16 @@
import unittest
from BaseClasses import MultiWorld
from worlds.AutoWorld import AutoWorldRegister
from . import setup_solo_multiworld
class TestWorldMemory(unittest.TestCase):
def test_leak(self) -> None:
def test_leak(self):
"""Tests that worlds don't leak references to MultiWorld or themselves with default options."""
import gc
import weakref
refs: dict[str, weakref.ReferenceType[MultiWorld]] = {}
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game creation", game_name=game_name):
with self.subTest("Game", game_name=game_name):
weak = weakref.ref(setup_solo_multiworld(world_type))
refs[game_name] = weak
gc.collect()
for game_name, weak in refs.items():
with self.subTest("Game cleanup", game_name=game_name):
gc.collect()
self.assertFalse(weak(), "World leaked a reference")

View File

@@ -3,7 +3,7 @@ from worlds.AutoWorld import AutoWorldRegister
class TestNames(unittest.TestCase):
def test_item_names_format(self) -> None:
def test_item_names_format(self):
"""Item names must not be all numeric in order to differentiate between ID and name in !hint"""
for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename):
@@ -11,7 +11,7 @@ class TestNames(unittest.TestCase):
self.assertFalse(item_name.isnumeric(),
f"Item name \"{item_name}\" is invalid. It must not be numeric.")
def test_location_name_format(self) -> None:
def test_location_name_format(self):
"""Location names must not be all numeric in order to differentiate between ID and name in !hint_location"""
for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename):

View File

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

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